
This is software (AWS) generated transcription and it is not perfect.
So I work in video games where I worked for 20 years on, and the way I got into it. Waas nonlinear. I was actually a trial where Onda, who loved video games and through somebody I knew very common situation in video games. I ended up very randomly hearing about applying for getting a job as an associate producer in games. I'm sure with questions on that, too, from Russia. Okay, so I've been a try aware, sort of a bagger scare them a solicitor. Folks were. That's a beautiful distinction, and I'd like going to trial. I'd like thinking on my feet, but it was fundamentally a win. Lose situations. Someone typically is being injured or doing something wrong. Generalised. So it's, you know, someone is losing, and what I liked about video games is the nearest analogy that I've used before. It can be playing a musical instrument is you can play music together with from video games where something that was very interesting on. So I think really, the key to me was this interesting ability to interact with you so that you could actually do something. See how players reacted on doom or that or change it if they didn't. So it was that combination of that. And that was that was something that was fun. Phantom only see myself. It's a 20 maker at heart, and it has been a non linear career, but a really fun one. Yeah, so that's hard.
So right now I am running on the CEO of a small game studio and have another side company do. So I would say that on an average week, I'm probably at work work for probably 45 hours. There's probably at least another 10 or 15 hours where I am planning games basically relating to and I love games. But I probably played three times as much as I would if I didn't and when I say games and I have overwhelmingly focused on mobile games for the last 10 years because that's where the market has been so mostly mobile. I'm an Abbott board gamer. I play console. I will play everything on any platform and I do. And that's actually something very important in the long term. When I meet somebody who's like, I'd love to get a job in games, but I don't have time to play him. We're in long feel like that. We're gonna work in teams, you have to play games. You have to like playing games and you have to play a lot of times here. Oh no, I was going to say in terms of what I actually do during the 45 or so hours a week, I would say probably a third of it is talking with someone or with a group of people with information. Communication typically over a combination of production stuff is the game we're trying to make moving forward. Marketing stuff is how we're gonna make people get people, play the game me love, and then also talking to people about the strategy. What we're gonna test, why we want to do this and where we might take it. So that's a 3rd, 3rd is sitting there reading, playing my particular projects in thinking about how to make them more successful. So all the other games I mentioned it would be, for example, thought of How do we a progression into our particular day right now? One of the games I'm thinking about. We just got a lot of time. These are the most visit, the most fun part of it for me, spending a lot of time thinking about how to present the core gameplay experience in the context of the larger setting, drawing during white boarding power points but actually getting in and thinking about the game experience with, I would say about five hours a week, 5 to 10 hours of what I would describe this boring business stuff. You know, the HR books pay interviewing people, doing paperwork to get people, paid all that sort of just routine stuff. And then the other part varies. I would say that the reality is, the more senior you get, the more time you spend south. And I would say that a friend put it in a good way. He's actually turned out to be by far the most successful Silicon Valley, that venture capitalist of his generation of his current generation. He said something to me years ago when we both worked in Single. But that was genius was like Basically there are three jobs. You're making something you're selling something or your cost. Making something for teacher would be teaching, but basically, if you're not making it or selling it, your expense to help other people make so selling, everybody talks that they hate it. But in fact you can do it in a way that I think is authentic and you should accept that part of it is getting people to do the thing you think that everybody should do get it. And during that in a way that since here or not,
Okay, so let's take one of the games that we're making in that particular game. There's already something out of the market that's doing very well. So competitive and I were not going to say the names, but trust minutes. Every student knows anything about mobile games with recognized both names. A competitor has just come out. As of yesterday, we became aware with competitive, and it does some of the things that we are doing with our products destined. So we're sitting here planning and you have to do this all sort of always bouncing time, money, quality. Here's this new thing. What I do. So the first thing is, remain calm. I mean, this sounds dumb, but people get very panicked on. It's just important to take a deep breath, not assume that the other people are either stupid or brilliant. And just say, OK, this is happening. First, I'm gonna look at this problem. What do I think it second, I'm gonna make sure that other people that are involved in my life professionally in this case, our publisher team members etcetera convey both a sense of calm and the beginnings of a plan as well as information about because a lot of it for you as a leader, especially to get more senior, is it's a problem that probably most people can see. It's keeping everybody calm and approaching it in in an orderly, thoughtful process and then seeing what happens. The challenges are. I've described the surgical approach of being calm is you could be right, and it's for work on you, often in reaction in the real world, you're dealing with these complex situations where if you get it works, What is it that people like so much? Isn't this one thing? You'll have your opinions, but you can't be sure if you're great idea doesn't work or somebody else's radiate that this game is terrific. That should work and doesn't. You're dealing with messy, real life. I studied as an undergraduate. I studied philosophy which actually found to be valuable because very sort of thoughtful, rigorous thinking and vigorous reading, then was a lawyer, in part because I like happy to apply that stuff in your life. But what's interesting and sort of more business and creative processes have also written cartoons for kids shows and stuff like that. IHS, you sort of make your best guess. Try and make something good. Keep paying attention will try and adjust. And it's keeping that balance between that sort of open place, where you can make something cool, that paranoia place where you're like what else is happening and that place where you have to keep everybody else calm because otherwise people get into a place where they can't be effect.