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Naavik

Naavik

Computer Games

Frisco, Texas 7,490 followers

A research, consulting, and advisory firm enabling games industry professionals to master the business of gaming.

About us

Naavik is a research, consulting, and advisory firm enabling games industry professionals to master the business of gaming. Naavik's team boasts a talented mix of game designers, product managers, user acquisitions specialists, and financial analysts with pedigrees of Zynga, EA, Disney, Gameloft, King, Rovio, Wooga, and more. Since 2019, we've worked with over 250 startups, game studios, and financial institutions -- such as Ubisoft, Square Enix, and Facebook -- on a wide variety of gaming-related projects. Naavik is eager to work with anyone aiming to build the future of fun.

Website
https://www.naavik.co
Industry
Computer Games
Company size
2-10 employees
Headquarters
Frisco, Texas
Type
Privately Held
Founded
2019

Locations

Employees at Naavik

Updates

  • 📗𝗧𝗵𝗲 𝗯𝗲𝘀𝘁 𝘃𝗶𝗱𝗲𝗼 𝗴𝗮𝗺𝗶𝗻𝗴 𝗰𝗼𝗻𝘁𝗲𝗻𝘁 𝘄𝗲 𝗰𝗼𝗻𝘀𝘂𝗺𝗲𝗱 𝗶𝗻 𝘁𝗵𝗲 𝗹𝗮𝘀𝘁 𝘄𝗲𝗲𝗸! Every week, our Weekly Digest newsletter curates some of the best non-Naavik games industry content we found. Here are our top picks from our latest issue: 1️⃣ 𝗠𝗮𝘁𝘁𝗲𝗹 𝗼𝗻 𝗜𝘁𝘀 𝗡𝗲𝘄 𝗚𝗮𝗺𝗲 𝗦𝘁𝘂𝗱𝗶𝗼𝘀 𝗔𝗿𝗺, 𝗪𝗵𝘆 𝗜𝘁’𝘀 𝗥𝗲𝗹𝗲𝗮𝘀𝗶𝗻𝗴 𝗼𝗻 𝗥𝗼𝗯𝗹𝗼𝘅, 𝗮𝗻𝗱 𝗪𝗵𝗮𝘁 𝗶𝘁 𝗟𝗲𝗮𝗿𝗻𝘁 𝗙𝗿𝗼𝗺 𝗡𝗲𝘁𝗘𝗮𝘀𝗲 - Marcus Liassides / GamesIndustry.Biz: “In August, Mattel announced it was forming Mattel Game Studios, a new global development organisation with a focus on making games based on its own IP. The venture sits under Mattel Digital Studios, and its creation follows the February announcement that Mattel had acquired 100% of Mattel163” 🔗https://lnkd.in/eSHpmF_v 2️⃣𝗔𝗰𝘁𝗶𝘃𝗶𝘀𝗶𝗼𝗻 𝗼𝗻 𝗚𝗮𝗺𝗲 𝗣𝗮𝘀𝘀, 𝗡𝗶𝗻𝘁𝗲𝗻𝗱𝗼, 𝗕𝗹𝗮𝗰𝗸 𝗢𝗽𝘀 𝗮𝗻𝗱 𝗥𝗲𝗯𝘂𝗶𝗹𝗱𝗶𝗻𝗴 𝗧𝗿𝘂𝘀𝘁 𝗶𝗻 𝗖𝗮𝗹𝗹 𝗼𝗳 𝗗𝘂𝘁𝘆 - The Game Business: “Mega edition of The Game business featuring two interviews: 1. Activision’s bid to regain fan trust with this year’s Call of Duty: Modern Warfare 4, featuring insight from chief marketing officer Tyler Bahl. 2. Interview with Lucasfilm Games VP Doug Reilley and Fuse Games boss Matt Webster to discuss a more independent approach to making Star Wars games.” 🔗https://lnkd.in/e8hfP2aE 3️⃣ Luis de la Camara 𝗼𝗻 𝗪𝗛𝗬 𝘁𝗵𝗲 𝗡𝗲𝘁𝘄𝗼𝗿𝗸𝘀 𝗞𝗻𝗼𝘄 𝗬𝗼𝘂𝗿 𝗨𝘀𝗲𝗿𝘀 𝗕𝗲𝘁𝘁𝗲𝗿 𝗧𝗵𝗮𝗻 𝗬𝗢𝗨! - two & a half gamers: "Even with Angry Birds and Candy Crush, nobody has cracked measuring brand on top of UA; broad awareness campaigns brought the same quality users at a much higher CPI, so the real power of brand is cheaper performance.” 🔗https://lnkd.in/eKS85jAC 4️⃣ 𝟯 𝗪𝗮𝘆𝘀 𝗚𝗮𝗺𝗲 𝗦𝘁𝘂𝗱𝗶𝗼𝘀 𝗣𝗮𝘆 𝗘𝘅𝗗𝗲𝘃 𝗧𝗲𝗮𝗺𝘀 - Building Better Games: “Ben sits down with Catalin Butnariu, Chief Strategy Officer at Amber. They dive deep into the evolving landscape of external development in game dev; from navigating contract models and overcoming loss-of-control fears to building effective communication layers and utilizing AI without alienating your audience.” 🔗https://lnkd.in/ehp73Ns4 5️⃣ 𝗜𝗻𝗱𝗶𝗲𝘀 𝗮𝗻𝗱 𝗢𝗿𝗶𝗴𝗶𝗻𝗮𝗹 𝗜𝗣 𝗕𝗹𝗲𝘄 𝗨𝗽 𝗶𝗻 𝟮𝟬𝟮𝟲 - Sensor Tower / GamesIndustry.Biz: “Indies and original IP made up a much higher proportion of the biggest PC and console games of 2026 when compared with 2025. The analytics firm picked out the games that had sold more than 500,000 units in their first month on sale.” 🔗https://lnkd.in/eRhgv6mx ⏭️ Beyond the above, our newsletter also explores Paramount Skydance’s $110B acquisition of Warner Bros., and a shortlist of top news items. Check it out here:https://lnkd.in/eQinEfr7 🙏 Thank you also to our sponsor, Medal — If you're a studio, publisher, or marketer looking to get your game in front of the right players, check out all Medal has to offer at: https://lnkd.in/exVnENB6

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  • AI can turn a text prompt into a playable game in under 20 minutes. Building an audience for it is another challenge. 🔸 Roblox, Meta, and Google are betting that more people will make games if they can describe an idea instead of writing code. Roblox’s early test in New Zealand offers some support: 71% of people who made a game with its new AI tool, Build, had never used Roblox Studio, the company’s existing game development software. These tools could turn more players into creators, but their success also depends on whether others want to play what they make. 🔸 Making a game is only part of the equation. Getting players to discover it is another, and established platforms have a head start. Roblox can recommend Build-made games to people already playing on its platform, while Meta plans to put games into the Facebook and Instagram feeds people already use. Startups such as Astrocade must attract an audience alongside developing their tools. 🔸 That access can help games get a first play, but keeping players requires experiences worth returning to. Today’s AI-made games tend to be short and simple, and early platform retention shows how much work remains. Sensor Tower estimates that about 3% of people who installed Astrocade’s Android app or Sekai’s app in August were still using it 30 days later, compared with about 17% for the mature Roblox platform. Current models also struggle as creators add more prompts, making larger games harder to build. 🔸 Easier creation therefore leaves two connected challenges: helping games find players and giving those players reasons to return. In our latest AI Newsletter, we examine how each platform approaches them. Which are best positioned to turn prompt-made games into a lasting audience? 👉 Read the full article here: https://lnkd.in/eE_4UrZz Check out the slides below for some of the article's topic takeaways (as determined by NotebookLM). Thank you for writing, Matt Camp! Thank you also to our sponsor, AWS for Games — giving you everything you need to build, run, and grow innovative gaming experiences. Read more here: https://lnkd.in/ggCZnyM

  • What if a co-op game no longer needed everyone’s schedules to line up? AI teammates could let you play when your friends cannot—but they need to do more than follow orders. 🔸 Artificial.Agency is working with Owlchemy Labs on a new single-player mode for Dimensional Double Shift, a four-player cooperative VR game. Due in early 2027, the mode pairs one human with three AI teammates. The aim is to preserve the collaboration of playing with friends, including understanding spoken requests and responding to situations the designers did not script in advance. 🔸 Brian Tanner, Artificial Agency’s co-founder and CEO, describes telling an AI teammate named Stan to spray another teammate, Debbie, with a hose. Stan followed the instruction. Debbie then sprayed Brian with a fire extinguisher, recognizing that he had put Stan up to it. The developers had given Debbie the ability to use the extinguisher; the AI decided when and against whom to use it. 🔸 Running these AI teammates creates an ongoing cost for the studio whenever someone plays. To make the mode affordable to run, Artificial Agency has trained smaller, specialized models and optimized how they work. Brian says this has brought the cost down to single-digit cents per player hour. The launch will test whether those costs are sustainable at scale and whether players enjoy the experience enough to keep coming back. 🔸 In our latest podcast, host Alexandra Takei and Brian explore what it takes to move AI teammates from impressive demonstrations into commercial games. Can virtual players make cooperative games more accessible while preserving the surprises and fun that make people want to play together? 🎧 Listen to the full podcast here: - YouTube: https://lnkd.in/eKCx9-VS - Spotify: https://lnkd.in/ev5QpvWz - Apple: https://lnkd.in/eT66B6zx Check out the slides below for some of the podcast's topic takeaways (as determined by NotebookLM). Thank you also to our sponsor, Medal — If you're a studio, publisher, or marketer looking to get your game in front of the right players, check out all Medal has to offer at: https://grow.medal.tv

  • Turkey’s puzzle studios have attracted major investment and produced breakout hits. How do they turn that success into lasting businesses? 🔸 Turkey’s well-funded puzzle studios face a difficult balancing act: keep today’s hit earning while building what comes next. An enduring game can buy a developer years to create a follow-up. However, a faster-fading hit leaves less room for development before its revenue needs replacing. 🔸 Grand Games shows how a studio can grow by building several games that each contribute meaningful revenue, rather than relying on one major hit. It grew its quarterly portfolio net IAP revenue 79% to roughly $59M between Q1 and Q3 2026, largely by scaling Block Out alongside Magic Sort. Having several games only helps if they bring in enough revenue to offset declines elsewhere. Paxie tested or released 21 games in two years, yet its quarterly portfolio revenue fell 71% between Q1 and Q3 2026 as newer titles failed to make up for its declining games. 🔸 Spyke Games took another path. As older games in its portfolio declined, its newer hit Yarn Loop grew from roughly $6M in revenue in Q1 to $21M in Q3 2026, more than making up for the lost revenue. Yet it supplied 84% of Q3 portfolio revenue, leaving the studio dependent on another flagship. Replacing a hit has supported growth so far; repeating that process remains unproven. 🔸 For these studios, the challenge is deciding how much to invest in extending today’s hits and how quickly to develop their successors. Moving too slowly risks leaving declining revenue unreplaced, but frequent releases alone offer no guarantee of growth. Our latest F2P Mobile newsletter examines nine Turkish studios to explore a central question: when should a studio keep searching for its next hit, and when should it focus on the games already working? 👉 Read the full article here: https://lnkd.in/e8FN2CR7 Check out the slides below for some of the article's topic takeaways (as determined by NotebookLM). Thank you for writing, Harshal Karvande and Abhimanyu Kumar! Thank you also to our sponsors: - GenieLabs — the AI assisted content production platform built specifically for game studios. Read more here: https://lnkd.in/efZNaZR2 - Appcharge — where world-class payments meet the best of DTC monetization. Read more here: https://lnkd.in/eveu8QWw

  • Skydance now has Batman, Harry Potter, and Star Trek under one roof. Can it turn that portfolio into a stronger games business? 🔸Paramount Skydance’s $110B acquisition of Warner Bros. Discovery brought together major entertainment franchises and studios behind Hogwarts Legacy, Mortal Kombat, and the Batman: Arkham games. But the expanded portfolio arrives just as Warner’s games business was narrowing its focus after costly live-service failures. 🔸 Suicide Squad and MultiVersus showed that familiar characters and experienced teams do not guarantee a hit. Warner subsequently closed three studios and refocused on Harry Potter, Game of Thrones, Mortal Kombat, and DC. Adding more franchises creates new opportunities, but also the temptation to stretch those teams across too many projects again. 🔸 The challenge is matching each opportunity to the right developer. Avalanche’s Hogwarts Legacy sold more than 40M copies by delivering the fantasy of living in the Wizarding World. Rocksteady’s Arkham experience, meanwhile, did not translate into success with Suicide Squad’s live-service model. A studio’s track record matters, but so does whether a project fits its strengths. 🔸 Skydance also has roughly $80B in debt, adding financial pressure to decisions about which projects to fund, which partners to license to, and where to cut costs. Our latest Weekly Digest examines those choices: how can Skydance make the most of its franchises without repeating Warner’s mistakes? 👉 Read the full article here: https://lnkd.in/eQinEfr7 Check out the slides below for some of the article's topic takeaways (as determined by NotebookLM). Thank you for writing, Miikka Ahonen! Thank you also to our sponsor, Medal — If you're a studio, publisher, or marketer looking to get your game in front of the right players, check out all Medal has to offer at: https://lnkd.in/exVnENB6 .

  • Building or investing in the next great games business? Let’s meet at Slush. Naavik will be in Helsinki on November 19, connecting with founders and investors shaping the future of games. Whether you’re deciding where to focus your growth, evaluating an investment or acquisition, or bringing in experienced talent to help your business scale, we’d love to discuss what’s next for you—and how Naavik can help. Book a meeting with our team: https://lnkd.in/ef3Ubt7J See you in Helsinki!

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  • 📗𝗧𝗵𝗲 𝗯𝗲𝘀𝘁 𝘃𝗶𝗱𝗲𝗼 𝗴𝗮𝗺𝗶𝗻𝗴 𝗰𝗼𝗻𝘁𝗲𝗻𝘁 𝘄𝗲 𝗰𝗼𝗻𝘀𝘂𝗺𝗲𝗱 𝗶𝗻 𝘁𝗵𝗲 𝗹𝗮𝘀𝘁 𝘄𝗲𝗲𝗸! Every week, our Weekly Digest newsletter curates some of the best non-Naavik games industry content we found. Here are our top picks from our latest issue: 1️⃣ 𝗔𝗿𝗲𝗮𝗺 & 𝗖𝗼. 𝗩𝗶𝗱𝗲𝗼 𝗚𝗮𝗺𝗲 𝗠𝗮𝗿𝗸𝗲𝘁 𝗨𝗽𝗱𝗮𝘁𝗲 𝗤𝟯 𝟮𝟬𝟮𝟲 - Aream & Co.: “The report highlights key trends across three major sectors of the gaming industry: Gaming Market Environment, Dealmaking Activity and Capital Markets." 🔗https://aream.co/insights 2️⃣ 𝗦𝘁𝗮𝗿 𝗙𝗼𝘅 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿 Velan Studios, Inc.: 𝗛𝗼𝘄 𝘁𝗼 𝗦𝘂𝗿𝘃𝗶𝘃𝗲 𝗮𝘀 𝗮 𝗡𝗼𝗿𝘁𝗵 𝗔𝗺𝗲𝗿𝗶𝗰𝗮𝗻 𝗚𝗮𝗺𝗲 𝗦𝘁𝘂𝗱𝗶𝗼 - The Game Business: “This week, we speak to Velan Studios leaders Guha Bala and Karthik Bala, who run the studio behind the new Star Fox remake on Nintendo Switch 2. The Balas, who had previously founded Vicarious Visions, discuss how they won over Nintendo.” 🔗https://lnkd.in/e8fNFDA7 3️⃣ 𝗚𝗹𝗼𝗯𝗮𝗹 𝗚𝗮𝗺𝗶𝗻𝗴 𝗥𝗲𝗽𝗼𝗿𝘁 𝗤𝟯 𝟮𝟬𝟮𝟲 - Drake Star: “The Drake Star Global Gaming Report Q3 2026 analyzes gaming dealmaking and public markets in the third quarter of 2026 and outlines what to expect for the rest of the year and beyond.” 🔗https://lnkd.in/etbsyAHV 4️⃣ 𝗚𝗠𝗡 𝗦𝗼𝘂𝗿𝗰𝗲 𝗙𝗶𝗹𝗲𝘀 — 𝗖𝗼𝗺𝗽𝗼𝘀𝗲𝗿 Austin Wintory - The AIAS Game Maker’s Notebook: “Grammy and Bafta winning composer Austin Wintory stars in the premiere episode of Source Files, a new series in the Game Maker's Notebook podcast family where we ask developers what games were most influential in their own careers.” 🔗https://lnkd.in/eKWQCHGC 5️⃣ 𝗪𝗵𝘆 𝗣𝗹𝗮𝘆𝗲𝗿𝘀 𝗝𝘂𝗱𝗴𝗲 𝗬𝗼𝘂𝗿 𝗚𝗮𝗺𝗲 𝗯𝘆 𝗜𝘁𝘀 𝗪𝗼𝗿𝘀𝘁 𝗣𝗮𝗿𝘁 - Building Better Games: “Building a game from scratch is brutally difficult, and game developers often debate how much to invest in genre fundamentals versus chasing new, shiny innovations during early pre-production.” 🔗https://lnkd.in/ekjYRhbU 6️⃣ 𝗧𝗵𝗲 𝗛𝗮𝗽𝗽𝗶𝗲𝘀𝘁 𝗠𝗮𝗻 𝗜𝗻 𝗚𝗮𝗺𝗶𝗻𝗴 𝗛𝗮𝘁𝗲𝘀 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗶𝘃𝗲 𝗔𝗜 - GamesIndustry.Biz: “It’s impossible to not be swept up in Tarn Adams’ enthusiasm. To speak to him is to feel like you’re talking to the happiest man in gaming. Along with his brother Zach, he’s been working on the wonderfully chaotic procedurally generated world of Dwarf Fortress since 2002, and he is far from tired of it. If anything, he’s more enthusiastic than ever. ‘There’s just so many cool things to work on when you’re writing a sort of expansive, scope-bloated simulation game.” 🔗https://lnkd.in/e-7Ptm-a ⏭️ Beyond the above, our newsletter also explores Meta’s role in gaming today, and a shortlist of top news items. Check it out here:https://lnkd.in/eWcqT7nk 🙏 Thank you also to our sponsors: - Heroic Labs — the Heroic Game Stack — powering the world's best games: https://lnkd.in/exCPrtCu - Appcharge — where world-class payments meet the best of DTC monetization: https://lnkd.in/eveu8QWw

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  • Gardens has raised more than $70M without announcing a release date. What keeps investors backing a game players still cannot buy? 🔸 Gardens Interactive, led by co-founders Stephen Bell and 🔔Chris Bell🔔, recently secured a $35M+ Series B funding round led by Lightspeed bringing their pre-launch total funding to over $70M. Despite a challenging and highly concentrated video game investment landscape, the studio continues to refine its flagship online third-person multiplayer game, which blends open-world sandbox exploration with intimate, emergent social roleplay. 🔸 Its visual style builds on artist ma-ko’s illustrations, brought into 3D through proprietary rendering technology. While the game design draws inspiration from the Bells’ previous work on titles like Journey and Sky, with the team emphasizing human connection and player-driven narratives. 🔸 Rather than relying on traditional content treadmills Gardens focuses on fostering genuine relationships and unforgettable player-authored memories. Gardens will still release new content, but it hopes friendships and shared adventures will give players the main reason to return between updates. 🔸 The Bells have explored human connection in earlier work, but Gardens must still turn that experience into a lasting business. In our latest podcast, host Kalie Moore joins Stephen and Chris to explore the conviction behind the funding. Can a world built around relationships give players—and investors—a reason to stay? 🎧 Listen to the full podcast here: - YouTube: https://lnkd.in/ec7rDsRU - Spotify: https://lnkd.in/eXVhabSd - Apple: https://lnkd.in/e8Z4A5yu Check out the slides below for some of the podcast's topic takeaways (as determined by NotebookLM). Thank you also to our sponsor, Tebex — trusted payments and player-first D2C, woven into your workflow. Read more here: https://www.tebex.io/

  • Meta’s VR gaming ambitions are fading, but its importance to game publishers is growing. Where is its gaming influence heading? 🔸 As Meta prioritizes AI and glasses over VR, its advertising business is becoming more important to games. Its share of gaming ad impressions on social media rose from 54% to 69% in 2025. That follows years of rebuilding after Apple’s privacy changes weakened its ability to target gaming ads. 🔸 Meta has rebuilt its dedicated gaming ads team and developed tools to help publishers find players likely to spend. Those ads reach people on Facebook and Instagram, giving publishers access to audiences beyond ads shown inside other games. That matters because some studios hide ads from their biggest spenders, making those players harder to reach through in-game advertising. 🔸 But Facebook and Instagram also compete with games for people’s time. The longer someone spends watching Reels, the more gaming ads Meta can show them—but those same viewing habits compete with time spent playing.” In short, publishers gain access to potential players through a platform that is also working to keep those people engaged with its own content. 🔸 Muse, Meta’s new personal AI agent, could complicate that relationship further. It can already browse the web and make purchases for users, although gaming use cases have yet to emerge. If agents eventually recommend games, buy them, or play on someone’s behalf, how would publishers reach and monetize those players? Our latest Weekly Digest explores Meta’s changing role in gaming and what it could mean for developers. 👉 Read the full article here: https://lnkd.in/eqPRfFea Check out the slides below for some of the article's topic takeaways (as determined by NotebookLM). Thank you also to our sponsors: - Heroic Labs — the Heroic Game Stack — powering the world's best games. Read more here: https://lnkd.in/exCPrtCu - Appcharge — where world-class payments meet the best of DTC monetization. Read more here: https://lnkd.in/eveu8QWw

  • 📗𝗧𝗵𝗲 𝗯𝗲𝘀𝘁 𝗔𝗜 𝘅 𝗚𝗮𝗺𝗶𝗻𝗴 𝗰𝗼𝗻𝘁𝗲𝗻𝘁 𝘄𝗲 𝗰𝗼𝗻𝘀𝘂𝗺𝗲𝗱 𝗶𝗻 𝘁𝗵𝗲 𝗹𝗮𝘀𝘁 𝘁𝘄𝗼 𝘄𝗲𝗲𝗸𝘀! Every two weeks, our AI x Gaming newsletter curates some of the best non-Naavik content we found in the space. Here are our top picks from our latest issue: 1️⃣ 𝗟𝗲𝗮𝗿𝗻𝗶𝗻𝗴𝘀 𝗳𝗿𝗼𝗺 𝗰𝗼𝗱𝗶𝗻𝗴 𝗔𝗜 𝗴𝗮𝗺𝗲𝘀 𝘂𝗻𝗱𝗲𝗿 𝟭𝟯 𝗞𝗕 - Chainsaw Team: “In this case, however, the size constraint forced us to start with streamlined and elegant designs. We got playable MVPs that already provided a vision of the final content less than an hour after starting the jam. Furthermore, feature creep was much easier to spot when everything had a size cost and the limit was so small.” 🔗https://lnkd.in/ekyf_jbJ 2️⃣ 𝗛𝗼𝘄 𝗮 𝟯-𝗽𝗲𝗿𝘀𝗼𝗻 𝘁𝗲𝗮𝗺 𝗶𝘀 𝘂𝘀𝗶𝗻𝗴 𝗔𝗜 𝘁𝗼 𝗿𝗲𝗰𝗿𝗲𝗮𝘁𝗲 𝗣𝗿𝗶𝗱𝗲 𝗮𝗻𝗱 𝗣𝗿𝗲𝗷𝘂𝗱𝗶𝗰𝗲 𝗶𝗻 𝗙𝗼𝗿𝘁𝗻𝗶𝘁𝗲 - GamesBeat: “Karen Laur described her and Neal Stephenson’s vision behind the studio’s mission. “We started Whenere because we wanted to shorten the distance between imagining a story and seeing it come to life in a 3D world.” 🔗https://lnkd.in/eGbyeYKU 3️⃣ 𝗔 𝗕𝘂𝘀𝗶𝗻𝗲𝘀𝘀 𝗧𝗵𝗮𝘁 𝗧𝘂𝗿𝗻𝘀 𝗥𝗠𝗕 𝟮𝗠 𝗶𝗻𝘁𝗼 𝟱𝟬𝗠 𝗜𝘀 𝗢𝗻 𝗙𝗶𝗿𝗲 — 𝗕𝘂𝘁 𝗔𝗜 𝗚𝗮𝗺𝗲𝘀 𝗔𝗿𝗲 𝗦𝘁𝗶𝗹𝗹 𝗗𝗼𝗶𝗻𝗴 𝗧𝗼𝗸𝗲𝗻 𝗟𝗮𝗯𝗼𝗿 - Unique Research: “Model capability is now adding leverage to this business. Sun’s judgment: as text and video models get stronger and production cost falls, ordinary people’s creative energy will be unleashed. On his own platform, there are already many non-professional creators—maybe stay-at-home moms.” 🔗https://lnkd.in/gv9WFzsH 4️⃣ 𝗖𝗮𝗻 𝗔𝗜 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗲 𝗮 𝗥𝗲𝗮𝗹 𝟯𝗗 𝗚𝗮𝗺𝗲? 𝗪𝗵𝗮𝘁 𝗜 𝗟𝗲𝗮𝗿𝗻𝗲𝗱 𝗶𝗻 𝗙𝗼𝘂𝗿 𝗠𝗼𝗻𝘁𝗵𝘀 𝗮𝘁 𝗠𝗶𝗰𝗿𝗼𝘀𝗼𝗳𝘁 𝗖𝗼𝗽𝗶𝗹𝗼𝘁 - Haolin Wang: “Building with AI doesn’t mean taking every suggestion it gives you. It means using what it gives you to make your own calls — on architecture, on product direction, on what’s worth building and what isn’t. AI is leverage on your judgment. It is not a substitute for having any.” 🔗https://lnkd.in/eiuzqeuJ 5️⃣ 𝗪𝗵𝗮𝘁 𝗵𝗮𝗽𝗽𝗲𝗻𝘀 𝘄𝗵𝗲𝗻 𝗽𝗹𝗮𝘆𝗲𝗿𝘀 𝗹𝗼𝘃𝗲 𝗮𝗻 𝗔𝗜-𝗠𝗮𝗱𝗲 𝗴𝗮𝗺𝗲? - GamesBeat: “Gaming won’t settle this debate by deciding whether AI belongs in development. That question is becoming less useful as adoption grows. Players will settle it by deciding which uses they find acceptable, and they will make that call about a specific game they already like, on a storefront, in the middle of a release week. Not on a panel.” 🔗https://lnkd.in/gZP-aVih ⏭️ Beyond the above, our newsletter also explores what AI decompilation capabilities mean for games, and a shortlist of top news items: https://lnkd.in/efmU6v2g 🙏 Thank you to our sponsor, EPAM Systems — helping businesses integrate artificial intelligence solutions: https://lnkd.in/eEgXRs_k

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