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Code Wizards
Dublin Institute of Technology
Ireland
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Articles by Anthony
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Anthony Mulhall 🔜 reposted thisAnthony Mulhall 🔜 reposted thisFollowing the success of the AWS Games Gathering earlier this year, we're keeping the momentum going! 🎮 Amazon Web Services (AWS), Code Wizards Group, The Multiplayer Group (MPG), and Databricks are hosting a full-day AWS for Games Hackathon in London on Tuesday 23rd June. It will be a day of collaboration and building cool stuff. Spaces are limited — link below to see more info and register! https://lnkd.in/ep7f5Jf9
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Anthony Mulhall 🔜 posted thisLate post on Gamescom Latam only recovered it was one hell of a trip, Brazil is now my home and I love everything here from the food to the drinks it was amazing seeing and meeting both old and new friends. A few things stood out: Brazil is still growing, rapidly! The event space seemingly gets bigger every year. the indie scene is vibing and I think on the cusp of some major titles but they need help. Brazil struggles with getting games out of Brazil. While a lot of games showed on the floor were a mix I still feel it is weighted and skewed more heavily into Mobile development. This is likely due to the fact that a console here is nearly twice the price all electronics are taxed heavily. The population doesn't have the disposable income of alot of other countries so the heavy price tag strains businesses. This is compounding to why studios sometimes struggle getting games out of the country. X-dev/Co-dev is prevalent here everyone is trying to scrape by and a lot of western studios are looking at cheaper talent here to help offset costs. This is a double edged sword. The old saying of buy cheap, buy twice comes to mind. However there are gems in the mine if you can find them. The government tax schemes for indie devs here is cool to see and I really wish Ireland could replicate some of the love they have for the arts here. Might be the sun puts everyone in a better mood for negotiations. Learning lesson: I got in late Wednesday and really could have done with the extra day inside the event scouting out the show floor before the public got in. Bonus observations from broader sentiment: Creator/influencer culture is massively integrated into the event structure now. Roblox, Riot, and community-driven ecosystems had enormous visibility. The event feels younger and more energetic than many traditional Western expos.
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Anthony Mulhall 🔜 reposted thisAnthony Mulhall 🔜 reposted thisWe've been invited to chat with a fantastic roundtable of veterans from AWS, Anthropic, and Razer about AI and its place in the games industry. We'll be sharing our thoughts on what it does well, what it doesn't, and how the industry is adapting from a technological perspective. So if you want to hear our lovely Stuart Muckley talk AI shop with Amazon's Dyan Williams, Anthropic's Eric Burns, Razer's Quyen Quach, and Senior Analyst William Maxwell McKeon-White, make sure you sign up using the link below, and tune in on April 9th 10AM BST (that's 11AM PDT/2PM EDT for our American friends): https://lnkd.in/eU9FhqED
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Anthony Mulhall 🔜 reposted thisAnthony Mulhall 🔜 reposted thisDeployment shouldn't be the scariest part of your release cycle. Ready to streamline your infrastructure? Reach out! 👉 Visit www.codewizards.io or send one of us a message (Stuart Muckley, Matthew Morris, or Tom Penrose would love to hear from you!)
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Anthony Mulhall 🔜 reposted thisAnthony Mulhall 🔜 reposted thisA few Code Wizards are heading to the AWS Summit at the Excel in London today! We're looking forward to catching up with friends and partners new and old, including AWS superstars like Matthew Hatherly and Carl Prescott! If you're there and want to chat about back-end game services, keep an eye open for one of us (Craig Barron, John H., and Stuart Muckley for a brief stint) in pink!
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Anthony Mulhall 🔜 shared thisI've been part of more Game back end Migrations than most anyone else through a certain service that shall not be named ( still gives me a shiver when it is named ) i've have lived in this space religously for a number of years and I can say without a shadow of doubt Code Wizards has you covered. If it's an area of concern reach out im always happy to give some friendly pointers.Anthony Mulhall 🔜 shared thisThinking of migrating your backend? There's a lot to consider when moving your game, especially if it's been running for a while already. If you're concerned about where your game lives (and the risks you might be facing unknowingly), make sure to check out out migration help sheet. It also includes a real example of a recent migration we did, which helped a client not only migrate smoothly, but enjoy a faster running service, cheaper ongoing costs, a long-term plan, and happier players! Check out the migration help sheet here: https://lnkd.in/e3-FXcic
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Anthony Mulhall 🔜 reposted thisJOB ALERT! Google Play Games team in North America is on the look out for an outstanding Partnership Manager! Please do message me if you’d like some more details about joining this incredible team. So much going on for Google Play Games this year!Anthony Mulhall 🔜 reposted thisMy team is hiring a Strategic Partner Development Manager to join Google Play Games North America! We're on the hunt for a driven individual who can act as a strategic advisor to the creators of the world's most influential mobile games. • Interested in fostering meaningful partnerships with senior stakeholders? • Like solving complex problems? • Ready to scale your influence across a platform that serves over 2B users? Apply directly here 👉🏾 https://lnkd.in/gFkcCMpR
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Anthony Mulhall 🔜 reposted thisAnthony Mulhall 🔜 reposted thisYour team has the vision. Do they have the backend bandwidth? 🧩 Let's talk about what you need to know to build your online player services/backend team for them to rock! 1️⃣ Backend teams are often a sub-division that creates the infrastructure that games require, but they're not always required from inception to launch. Instead, they're a team that grows and shrinks as features are needed and the game evolves throughout its lifecycle. 2️⃣ Backend engineering concentrates on massive concurrency. Most game client engineers are contending with 1 player and multiplayer games are almost always below 100 concurrent players while backend liveops and online player servcies can handle thousands to millions of concurrent players. 3️⃣ You need to optimise cloud for player growth and dips, changing player patterns, and so on. By optimising your cloud management you can ensure your cloud allocation meets player demand and is cost-efficient. 4️⃣ Because of concurrency, efficiency, and efficacy requirements, game clients are often built in different languages to online services. If you're using C++ for the game client but Golang for online components for example, that can add friction, learning curves, and delays you don't need. 5️⃣ Feature backlogs grow. Technical debt compounds. But launch dates don't move. So, those are all the challenges you might face. The solution? 🪄Code Wizards 🪄 We provide expert backend engineering that integrates with your team, delivering scalable services without the overhead of an expanding headcount. In fact, we've helped 25+ studios through supplying backend engineering services with the great folks we have here in the last 12 months alone! So if you're thinking of expanding your backend support without slowing down, let's talk. 📩 Speak to one of the team, or reach out to us at www.codewizards.io
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Anthony Mulhall 🔜 reposted this🚨 Stop scrolling if you are graduating in 2027 and are looking for internships! 🚀 I can't recommend AWS enough, and my journey here started with an internship program back in 2020. If you are curious or want to learn more about this opportunity feel free to contact me.Anthony Mulhall 🔜 reposted this🚨 Job opportunity Alert! AWS Commercial Sales Internship Program 2026 in London & Madrid 🚀 💡Are you ready to shape the future of cloud technology? AWS is seeking ambitious students for our 12-week paid internship program starting June 2026! What's in it for you? ✔️ Hands-on experience in Cloud Sales ✔️ AWS certification opportunities ✔️ Real business project ownership ✔️ Comprehensive AWS solutions training ✔️ EMEA-wide networking ✔️ Potential pathway to graduate roles Requirements: 📚 Graduating in 2027 (Bachelor's/Master's) 🗣️ Fluent in English and Dutch/Swedish/Norwegian/Danish/Finnish 🤖 Passion for tech sales 🤝 Strong collaborative spirit Ready to be a builder? Join us here! 🇪🇸 Madrid - https://lnkd.in/eFs4Vnu6 🇬🇧 London - https://lnkd.in/gtCPriaa Amazon Web Services (AWS) #EarlyCareerTalent #Internship2026 #jobopportunity #summer2026
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisGriffin Gaming Partners launches $100M fund focused on revenue based financing for indie games #Griffin Gaming Partners has launched a $100 million Special Opportunities Fund aimed at supporting independent game studios through project based financing tied to future game revenues. The Santa Monica based #VC capital firm is introducing a financing model where developers receive funding in exchange for a share of game revenue, offering an alternative to traditional equity based venture investment. The strategy is designed to support studios seeking capital while retaining greater ownership and operational independence. The fund has already invested in 15 projects, including nine announced titles such as MENACE by Overhype Studios GmbH, Darkwood 2, Kinstrife, Highland Keep, and Gilded Destiny. Another six projects remain undisclosed, spanning genres including sci-fi strategy, fantasy RPGs, dinosaur multiplayer games, and simulation titles. Nicholas Tuosto and Peter Y. Levin lead the firm, which manages $1.5 billion in assets as of March 31, 2026. Tim Bender also supports the initiative. Griffin’s broader portfolio includes companies such as Discord, Overwolf, and AMPLITUDE Studios. The article on #VCwiretech in the first comment.
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisReleased May 5th, Dead as Disco is a neon-drenched, beat-synced brawler where every punch, kick, and combo moves to the music: * Overwhelmingly Positive on Steam (2,400+ reviews in just days) * 100,000 copies sold in its first 48 hours * Praised as "one of the best indie games I've ever played" by TechRadar * Awesome player reviews: "It's like if Batman Arkham suffered a traumatic brain injury and got really into new jeans." When your game becomes the talk of every gaming forum and Discord server, the last thing you should be worrying about is whether your backend can handle the love. brainCloud scales effortlessly with your success so you can bask in the encore. Congratulations to the entire team at Brain Jar Games! Check it out now: https://lnkd.in/ewrjdNHy
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisAmazon GameLift Streams has an updated Web SDK with enhanced support for variety of Smart TVs! Game Streaming through Smart TV apps can bring instant AAA gaming experiences directly to any TV so really great to have this one out! https://lnkd.in/dsmZ9wac
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisLook what just arrived in the mail! Amir the diver!
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisRead how People Can Fly Studio launched Lost Rift on Amazon GameLift Servers! Quoting Clifford Roche: "We were able to get things up and running securely and launch our public play test in a short time frame. Once we connected to Amazon GameLift, things just worked." https://lnkd.in/d2KiBcwm
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Anthony Mulhall 🔜 reacted on thisAnthony Mulhall 🔜 reacted on thisOne of my favorite games of all time was Subnautica. When I received the call that we could contribute to Subnautica 2, my day was made. Today marks the third game launch of the year that Wolfjaw Studios has worked on: - Marathon - WWE2K - Subnautica 2 Congratulations to the Unknown Worlds Entertainment team on the long-anticipated launch! https://subnautica.com/en
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisReally enjoyed speaking at the AI Summit 2026 in Dublin today. While a thoughtful and varied range of topics were discussed, the tension between regulation and productive output in businesses felt like the most important topic of the day. Thanks to WILLIAM FRY LLP for a great event and to Dr. Barry Scannell for the invite (& photo!).
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Anthony Mulhall 🔜 reacted on thisAnthony Mulhall 🔜 reacted on thisProfits at StoryToys, the Dublin-based software developer, climbed almost 40 per cent to €6.8 million in 2024 as the firm began to reap the benefits of its acquisition, according to Emmet O'Neill, its chief executiveStorytoys ‘seeing benefits’ of acquisition as profits jump 40 per centStorytoys ‘seeing benefits’ of acquisition as profits jump 40 per cent
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Anthony Mulhall 🔜 liked thisAnthony Mulhall 🔜 liked thisI’m excited to share that I’ve taken on an expanded role at Hasbro, now leading mobile and casino digital gaming licensing. We’re building from a brilliant base and now focusing on expanding across the full Hasbro portfolio - bringing more of our brands into people’s pockets in playful ways, and creating experiences they’ll keep coming back to. We’re also lucky to have one of the best creative and production teams in the business, working closely with our partners to bring these games to life. I’ll be at the Licensing Expo in Las Vegas - if you’re around and have an idea worth playing, come find me.
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Code Wizards
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Justin O'Connor
IMIRT - The Irish Game Makers… • 629 followers
#BUDGET2026 Delighted to see the extension Digital Games Tax Credit extended to 2031 and the adoption of IMIRT - The Irish Game Makers Association proposals. The inclusion of post release content will be such a positive change for the Irish Games Industry. I believe that this change will make Ireland a much more attractive destination for studios internationally. These changes demonstrate the governments continued support for the Games sector in Ireland.
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Robert Emerson
nineDots.io • 13K followers
🕹️ Digital Games Competency Framework 🕹️ Hello there everyone, IMIRT - The Irish Game Makers Association and Fís Éireann/Screen Ireland have recently partnered with Alex Kotsos to create a Competency Framework for the Games Industry. We’re looking for advice from people of all levels and from all backgrounds. No role is too obscure! You don’t have to be in Ireland to contribute. The project defines roles and levels within those roles across the breadth of the industry (Development, Publishing and Support Functions) and is generally split departmentally (Engineering, Design, Production, Art, etc.) and across the different levels of those roles (Junior up to Director). This project is intended to be of use to anyone and everyone who picks it up who has even a passing interest in games: - Government departments and agencies will actually be able to understand what we do. - Universities and education providers will be able to better plan courses for future skills needs. - People starting off will know what skillsets they’ll need to actually transition into the industry. - Studios will have a ready-made job classification framework to assist with gender pay gap and pay transparency reporting. - Studios will be able to see skillsets that they currently lack and teach/hire for those competencies. - People in studios will be able to see what skillsets they’ll need to be able to reach the next level within their career. - People transitioning to other roles, for example environment to tech art will be able to see any missing skillsets and transition more easily. This list is by no means exhaustive but gives you an idea of what we’re trying to do. Please note that the fruits of this project will be made publicly available to anyone across the world who would like to make use of it. If you’re interested in getting involved, sign up via this link: https://lnkd.in/dj3fRpGh
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Brian Baglow
BGI / National Videogame… • 16K followers
Here's another piece of fantastic research from Steph Rennick at the University of Stirling, which provides troubling reading for every developer out there. If almost a third of female players feel guilty about playing games, what does that say about how we value (and market and target) #videogames?
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Amir Satvat
Tencent Games • 149K followers
Games Industry Predictions for 2026 I want to share a set of personal predictions that reflect only my views and do not represent my employer, our community, or anyone else. These come from three years of our community’s data, insight from the 5,000 plus studios and partners connected to our network, and many polls and conversations with you. I am not putting hard numbers on most of these yet, but I am confident enough in the direction of these trends to offer these conclusions. In 2026 1. The velocity and magnitude of games hiring will continue to increase The recovery trend is real and accelerating. 2. Layoffs will remain in a similar magnitude ballpark to 2025 Stability will improve but not dramatically. 3. New entrants and attempted entrants will continue to accelerate Including graduates, lateral movers, and those laid off. 4. Early career pressure will remain extremely high I do not see entry challenges easing yet. 5. A rising share of laid off games professionals will find work outside games Despite point 1, the pressure of point 3 will still challenge point 1. 6. The share of open roles in North America and Western Europe will continue to decrease Opportunities will grow in Latin America, Eastern Europe, and Asia. 7. A greater share of total production load will continue shifting to external development and contractors Studios will rely on distributed talent more than ever. 8. The average individual’s purchase of full price AAA games will remain flat or decline Prices are challenging in a tough macroeconomic environment, and, particularly, long running series compete with their own cheaper older entries. 9. Indie games will remain the majority of top critical titles Independent creators will continue to shape many celebrated releases. 10. The share of roles in North America will diversify slightly away from the top five states and regions Cost pressures will keep reshaping hiring footprints. 11. Gaps in supply and demand for the most competitive fields like game design, writing, and narrative will get worse Openings remain tight while demand rises. 12. Placement rates will, relatively, improve for mid career professionals with 5-15 years of experience A few fields will remain heavily oversubscribed. I know this reads as a tough picture. It is tough. But I do not believe in most apocalyptic scenarios. I believe it will keep becoming a more globally employed sector with downward pressure on compensation as similar quality talent emerges at lower cost locations. Discoverability will get harder and creators will need to adapt to new influencer driven and socially driven paths for players to find their work. Opportunity will still come from democratized access and the ability for anyone to create something great. The biggest challenges will be at the AAA level where costs remain high. Many teams risk staying locked in a hit or miss survival cycle. I hope more teams break out of that cycle and experiment with new approaches.
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Craig Charsley
Eneba • 7K followers
As someone who used to sit on the fence between both the Games industry and Music Industry, I understand where this comes from yet also see it as a potential negative that will only hurt both games publishers and ultimately music artists. A number of artists may no longer be considered for sync deals if the cost of including their music becomes too high. As someone who ran a couple of record labels and represented a number of bands / artists there were a couple of instances we waved rights to get tracks into Playstation projects that ultimately generated more from the initial sync deal than any PRS royalties that would come later on. Yet those same royalties had the potential to completely tank the game project if they were in place. I'm a firm believer "if it ain't broke don't fix it" and I think PRS could cause more trouble then good here. https://lnkd.in/eYrhuDhX
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IMIRT - The Irish Game Makers Association
2K followers
Just announced at the NEXUS Games Summit by Imirt Board Member, Elaine Dowman, six incredible teams have been awarded the first stage of the Irish Games Fund. We’re delighted to say that the six teams are: - DREAMFEEL - ENIGMA STUDIO - Mystic Systems - Outlier - Pewter Games Studios - Psychic Software The Irish Games Fund, developed in partnership with Fís Éireann/Screen Ireland, is a first-of-its-kind games fund for Ireland, giving developers the support they need to validate, develop and deliver their project. Stage one of the #IrishGamesFund offers developers €8,000 for project validation, allowing them to execute on ideas that may have previously been out of reach. This staged accelerator fund will invest a total of €200,000 into successful teams as they progress through stages 2 and 3. If you want to hear from these amazing teams, read the post below; https://lnkd.in/eKtjXYPx Ardán Colm Larkin Leela Collins 🔜 NEXUS Dublin
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Alan O.
London College of… • 2K followers
This role has opened about twenty years too late, but it is good to finally see it happening. Ireland has a great deal to offer the global games industry. For years, Screen Ireland largely overlooked the rise of games as they grew into the world’s largest and most significant form of media. The position might suit someone already based in Ireland who actively champions the games industry internationally, people such as Barry O'Neill Dylan Collins Steven Collins Rich Barnwell? https://lnkd.in/eX-UHEe4
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Warren Leigh
Cast Iron Games • 33K followers
🕹️So excited by this partnership! 🕹️ I had the chance to visit TGA UK last year and came away really impressed by their approach. What stood out most was their commitment to replicating the realities of game development inside the classroom. Partnerships like this are hugely important for the industry. The closer we can bring studios and education together, the better we can support the next generation of developers entering the space! Looking forward to seeing what comes out of this collaboration and hopefully meeting more of the talented students coming through TGA UK in the future. #GameDev #GameDevelopment #FutureTalent #TGAUK #CastIronGames
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Jake Habgood
2K followers
Here at the Sumo Digital Academy, we’ve spent 5 years honing how we train the next generation of developers inside a real studio environment. We’ve created post-graduate apprenticeships in Game Programming and Technical Art that deliver meaningful skills, real projects, and genuine career pathways. We’ve received awards from government and been rated Outstanding across the board by Ofsted (https://lnkd.in/dERhWA5S). Now we want to explore whether we can deliver the same apprenticeship experience for studios outside of the Sumo Group. Sumo’s apprentices don’t just learn—they ship products. The Academy has released multiple products and is currently leading development on the funded indie title NUTMEG! (https://lnkd.in/ekaGNVb5). These are not new hires that need extensive handholding, but industry ready developers primed to work on real games. We know the industry is facing challenges, but those pressures make it more important than ever to invest in new talent. Without a strong pipeline, studios risk losing the skills and new ideas that they need to thrive. I strongly believe that we have trained future industry leaders—the very people who will go on to help ensure that we all have an industry to work in for years to come. If you’d like to know more then drop me a PM and I’ll happily share more information and discuss how it could work for you. PS: Wishlist NUTMEG! now! https://lnkd.in/ekaGNVb5 😉
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Maciek Turski
PLAION • 1K followers
As an IP with Polish heritage - it is even biggest honor for Plaion Poland team to be responsible for the 2nd time for Lords of the Fallen launch in Poland and the region. Last time we manage to craft partnership between CI / Plaion and Microsoft and the effect was an XBOX SERIES X hard bundle. So the bar is high - but we intend to go over.
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Mary Sorrenti, CPA, CA
Game Pill Inc. • 8K followers
⚠️ RECRUITMENT SCAM ALERT – Please Share We’ve recently discovered that imposters are pretending to be members of Game Pill, sending fake interview invitations for junior game developer–type roles. These imposters have posted fake job ads on popular job sites, so please be extra cautious when responding to opportunities online. 🚨 These messages are NOT from Game Pill. All legitimate interviews and official communications will be conducted via Zoom Video Call and will come from an @gamepill.com email address. We do not use Microsoft teams for recruiting efforts, nor will be ever send you a link to complete an online form prior to an interview. ✅ Other game studios are also being targeted by similar fraud. Real companies will never ask for banking or personal information during the interview process. If you receive a suspicious message: 🚫 Don’t click any links 🚫 Don’t share personal information 📩 Report it as phishing and delete it We’re actively working to have these fraudulent accounts taken down and truly appreciate everyone who has helped flag them. Let’s protect our community — please share this post to spread the word. 💪🎮
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Rian Luke 🔜 Nordic Game
GRUNTT. • 18K followers
Are We Pricing Players Out of the Market? I have been looking at the rising cost of PC components, specifically the spike in memory modules driven by global demand. It is creating a worrying bottleneck for the gaming industry. To understand this, we have to look back at the 'Xbox 360 era'. Developers were forced to work within incredibly strict hardware constraints (512MB of RAM!). This limitation birthed some of the most creative optimisation techniques we have ever seen. The focus was on art direction and gameplay loops because brute-forcing fidelity was impossible. First, the current trend of "unoptimised at launch" is colliding with hardware inflation. If a mid-range gaming PC now costs 40% more to build than it did four years ago, and games require DLSS just to hit 60fps at 1080p, we are shrinking our total addressable market. We are effectively telling millions of gamers: "This product is not for you." Second, reliance on raw power is making development lazy. When we assume the end-user has 32GB of DDR5, we stop prioritising efficient memory management. This bloat increases build times, storage requirements, and eventually, the cost of production itself. Third, this creates an opportunity for the 'AA' market to shine again. Just as the 360 era proved, gameplay reigns supreme. Games that run beautifully on a Steam Deck or a 5-year-old GPU are finding massive success because they are accessible. Here is where I see this going. Studios need to pivot their hiring strategy. We need to stop over-indexing on specialists who only know how to push the latest engines to their breaking point, and start hunting for Technical Artists and Engine Programmers who understand low-level optimisation. Optimisation is not just a technical task; it is a sales strategy. If your game runs on a potato, everyone can buy it. If it requires a supercomputer, you are fighting for a slice of a very small pie. Let's aim for the spirit of the 360 era—where constraint bred creativity. #GameDev #PCGaming #Hardware #TechArt #GameDesign
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Jari-Pekka Kaleva
European Games Developer… • 6K followers
"'Ireland is one of the key emerging game development hubs in the EU. We are more than happy to welcome Irish game developers into our network to share best practices, solve the industry’s challenges, and unite ourselves in building a European game industry on European terms,' said Jari-Pekka Kaleva, managing director of EGDF."
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Christopher Anjos 🔜 GamesBeat
PUBLSH • 31K followers
72% of devs believe Steam has a monopoly on PC games. Conducted by Atomik Research, 306 industry executives were surveyed across the UK and USA. 75% of respondents were senior managers or C-suite level, with 77% from studios with more than 50 employees. The study found that for most studios, Steam accounts for over 75% of revenue. In US law, you’d need to either control the production pipeline top to bottom, or hold a dominant share through acquisitions of competitors. Steam does neither. Valve hasn’t bought out rivals and it doesn’t own all the studios that make the games sold through its store. What it does own is competence, and that’s where this whole argument starts to fall apart. Almost every other storefront has had years to compete, and almost all have stumbled. This isn’t a case of Valve killing competition. The competition just keeps shooting itself in the foot. Steam spent years refining features that now define the PC ecosystem: cloud saves, remote play, Workshop mods, forums, reviews, refund policies, and Proton support for Linux users. It built hardware, an OS, and a handheld that all tie back into the same ecosystem. Most importantly, it kept the service stable, predictable, and user-focused. That level of reliability became its moat. What developers call a monopoly is often just a reflection of consumer trust. Steam is where people go because they know their games, progress, and friends will still be there in a decade. It’s not market manipulation it’s consistency. If studios think they “rely too heavily” on Steam, that says more about their alternatives than about Valve itself. No one forced them to abandon their own launchers or build weak ones. Consumers simply migrate to what works best for them. It’s worth remembering that monopolies aren’t defined by popularity or market share alone. A monopoly becomes illegal when it restrains competition. Steam hasn’t done that. It hasn’t blocked other stores, locked content, or acquired rivals. It just runs the best version of what everyone else keeps trying to make. The day someone builds a better, more reliable, more feature-rich service, Steam will finally have a real challenger. Until then, calling it a monopoly is just a way to avoid admitting the obvious: they aren’t trying to kill their competition. Their competition is almost non-existent.
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Pavlo Mezentsev
Playrix • 1K followers
Took a chance to speak about homegrown tech, hiring junior engineers and how studio business model impacts their engineering org, among other things, on the latest Evo Gaming podcast. Thanks for the opportunity Grace Moody Thanks for the conversation Anton Lapshin Javier García de la Cita Henry Lunabba
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Adam Bamforth
Pragma • 4K followers
July 2025 Pragma Engine Update is Live Quick update for our studios and developers currently using Pragma, plus anyone interested in learning more about our engine and our commitment to helping studios build amazing games. New in this release: 🔐 Role-based access controls - Assign granular permissions to team members, which has been a pain point for larger teams 🎮 Better multi-game project support - Managing multiple games and shared accounts is much cleaner now, especially through the CLI 🛠️ Self-serve multi-node configuration - You can now define and verify your own service-to-node mappings without needing to go through support Full release notes are available if anyone wants the technical details: https://lnkd.in/e_mZ6XBv
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Elaine Dowman
IMIRT - The Irish Game Makers… • 3K followers
A few weeks back IMIRT - The Irish Game Makers Association launched Ireland’s first Game Development Fund! The fund is managed by Imirt with support from Ardán as a part of the Fís Éireann/Screen Ireland Digital Games Portfolio. The Irish Games Fund is a new staged accelerator designed to empower emerging Irish studios through funding, mentorship, and structured development support. This is your chance to validate your project, build a playable prototype, and prepare for commercial release. At a time when funding is particularly difficult this is a great opportunity for Irish studios. Applications close tomorrow at 5pm. so don't miss out on an incredible opportunity.
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Vee Pendergrast
CODE NZ - New Zealand Centre… • 3K followers
So we're running another pitch session today with Jon Cartwright (and his "Iron FistTM hold over AU/NZ game development"). CODE runs the workshop with Jon three times a year as it not only helps with the quality of our applications, it helps set us up for success when it comes to the outcomes of CODE's international showcases and pitching events. On top of this, we were in a meeting with a partner helping out with an international trade intervention we're doing at a forthcoming event this year and a very senior staff member commented about how they regularly attend trade shows and the level of (un)preparedness it seems so many attendees have, even those who have been in business for some time. It seems obvious to some, but even in this day and age, in preparing to attend an event when you're pitching your game or service, don't leave home without: ➡️ Learning how to pitch effectively with someone who knows what they're doing and has experience doing so. It's a learnt skill, don't assume you can just wing it or whack together a slide presentation- you might not know what bases you're not covering. ➡️ Pitch deck(s) that you can deliver in ten minutes. Make multiple versions if you have to so you can tailor your presentation to the audience or the business interests of whom you are pitching to. ➡️ 10-15 minute demo of your game. No more-assume the people playing are time poor. Not just the first intro level, but something that shows off the core elements. ➡️ Trailers, teasers and a gameplay video if you have them. ➡️ Physical business cards. Yes, even in 2026 and especially if you're going to an East Asian event. You can whack a QR code on them for handy download links. ➡️ Maybe a company deck or appropriate deck if you are a service provider. If you are a company coming from an adjacent sector into games, you want to show material as game industry-relevant as possible. If you're a game studio doing this, it's a handy thing to have, but use it to demonstrate your capability, don't get too hung up on your values. ➡️ I like to make a crib sheet of three lines of research of everyone I'm meeting in a day, particularly for new contacts as things can turn into a blur. Check folks' profile out here, search their names and backgrounds. Remember this is all a dance or a game and it's easier to play if you understand the rules. Preparedness is everything.
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5 Comments -
Antonio Papa
Netiro • 13K followers
🎮 The age of the gaming industry workforce and the questions it raises. Recent data shows: 📊 The average age of video game developers sits around 32–34 years old. 📊 Yet in the US, around 62% of video game developers are 40+. 📊 In the UK, the majority of workers are still under 35, making it one of the younger creative industries. It raises an important question: 👉 In what is intrinsically seen as a young industry, does being over 40 work against you? 👉 Or is grey hair and experience exactly what’s needed to guide the industry through challenging times, whether that’s crunch culture, diversity gaps, or financial pressures? I’d love to hear from people who’ve experienced this first-hand. · Have you found age to be a barrier in the gaming sector? · Or have you seen your experience valued as a strength? Let’s start a conversation about how the industry can balance youthful innovation with the wisdom of experience. #GamingIndustry #Leadership #DiversityAndInclusion #AgeDiversity #VideoGames #Careers #Netiro
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