In the Hot Seat: Three ways Western developers are leaving a fortune on the table in China
summary
Claims that adding just three to five local hires can multiply China revenue 10x to 100x, backed by examples of publishers spending 60–70% of prelaunch time redeveloping Western titles for local tastes. UA is wishlist-driven: content advertising starts months before launch (build wishlist from January for a July launch) and converts to millions of day‑one downloads. Case studies include licensing an IP, rebuilding a mobile version from art only, and scaling teams from ~30 to 100+ as uptake proves out.
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chapters (12)
- 0:00Hot Seat interview series
- 0:25Cla Yang's career
- 3:59China black box for devs
- 5:45Cross-border game deal pitfalls
- 8:13China vs West publishing
- 11:21Misconceptions between devs
- 13:31Midsize studios leverage IP in China
- 15:45Competitive landscape for midsize
- 20:26Giants' advantages in China
- 23:38Human-driven content in markets
- 24:43Chinese studios dominate mobile
- 26:51PGC Summit Shanghai
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36mPublishing in Asian Markets
25mThe games industry scenario in China – And the value a local publisher can provide
25mHow to engage with Asian mobile publishers (Tencent, Gamevil, Nexon)
39mBeing a truly international player in the games industry
26mEast Meets West: How to Grow Your Game in APAC
19mLessons from launching 10-plus hyper-casual games in China
37mPublishing in Asian markets – The ‘how to’ discussion
22mThe games industry scenario in China and the value a local publisher can provide
