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Discussion Panel — Making games for global audiences in CIS countries

Talkat Games Gathering 2017 · 2017-12-09..12-10· [game-development]
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CIS teams already ship global hits — hundreds of millions across 150 countries — but growth stalls because studios focus on outsourcing roles, not full-product teams, investors avoid risky bets, and marketing costs spike (user acquisition hits $14–17 per new user). Mobile and social titles built with Unity and light infra (examples: Gardenscapes, War Robots) prove low‑budget success, while larger projects invest in tech like motion capture used daily and hire international leads to train locals; scaling needs senior producers, publisher ties and aggressive QA.

AI-written summary · about

  1. 0:00Introduction
  2. 3:50Survey
  3. 6:53Lack of talent
  4. 15:07Mentality
  5. 18:41Communication
  6. 21:24Cultural differences
  7. 26:56Creating global hits
  8. 29:44Learning to fail
  9. 34:09Quality and recognition
  10. 37:14Is the situation changing
  11. 39:09Is it a safer place to invest
  12. 41:19Gaming culture
  13. 42:09Polish talent
  14. 43:09What is changing
  15. 43:59Audience questions
  16. 46:14Can you bring the mic back
  17. 47:34How do you use international expertise
  18. 51:24Do international experience share
  19. 53:29Break your mentality
  20. 54:34Questions
  21. 55:39Management
  22. 57:14Question
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