~/talk

In the Hot Seat: Three ways Western developers are leaving a fortune on the table in China

Talkat Pocket Gamer Connects Summit Shanghai 2026 · on Wednesday, 2026-07-29· [game-development]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Hot Seat interview series
  2. 0:25Cla Yang's career
  3. 3:59China black box for devs
  4. 5:45Cross-border game deal pitfalls
  5. 8:13China vs West publishing
  6. 11:21Misconceptions between devs
  7. 13:31Midsize studios leverage IP in China
  8. 15:45Competitive landscape for midsize
  9. 20:26Giants' advantages in China
  10. 23:38Human-driven content in markets
  11. 24:43Chinese studios dominate mobile
  12. 26:51PGC Summit Shanghai
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