Level up your leadership: https://forms.gle/nqRTUvgFrtdYuCbr6
What if the contract keeping your game studio funded is the exact thing preventing you from making a good game?
In this episode, Ben reacts in real time to Jason Schreier’s video on how video game publishers actually work. Diving deep into the mechanics of first-party vs. external publishing, milestone gates, and post-launch recoupment, Ben breaks down where popular internet takes fall short.
He exposes the production traps studio leaders fall into when trying to survive milestone schedules and shares how to maintain leverage, navigate power dynamics, and build a healthy collaborative relationship with funding partners without sacrificing the game's core experience.
What You'll Learn in This Episode:
● The REAL difference between first-party studios and publisher-funded external devs
● The Vertical Slice Trap: Why so many studios build impressive demos that fall apart in full production
● The uncomfortable truth about studio-publisher relationships and why studios have to own them
● How milestone-driven development can sabotage great games.
● Why "shipping a successful game" still isn't enough and how recoupment deals can shut down studios after launch
● The psychology publishers use when deciding whether to back your delay... or cancel your project
● How smart studios reduce risk early by staying lean, validating the fun, and avoiding expensive mistakes
If you're a leader in game dev who feels trapped between hitting rigid publisher milestones and actually making a fun, viable game, this episode is for you.
🔗Watch the original video here: How Video Game Publishers Actually Work
🔗Jason Schreier’s YouTube Channel: @jason-schreier
Connect with us:
🔗Ben’s LinkedIn: LinkedIn: benjamin-carcich
🔗BBG’s LinkedIn: LinkedIn: building-better-games
🔗Instagram: Instagram: buildingbettergames
🔗Website: https://www.buildingbettergames.gg
🔗YouTube: @buildingbettergames
If you want me to help producers or studios build better games through effective systems and leadership, you can reach me at: info@valarinconsulting.com
#GameDev #GameProduction #IndieDev #GameIndustry #BuildingBetterGames
00:00 Publishers vs Developers
01:12 Why Nuance Matters
05:33 Two Publisher Buckets
06:00 First Party Studio Dynamics
08:46 Milestones and Gate Funding
13:33 Leadership Accelerator Pitch
15:05 External Studio Funding Basics
18:40 Pitching Needs Prototypes
21:55 Pitch Circuit DICE to GDC
24:40 Signing the Deal Terms
26:06 Vertical Slice Explained
35:13 Milestone Incentives and Risks
36:36 Rejected Milestones Fallout
37:23 Kill Fees And IP Rights
39:55 Seedy Publishers And Milestones
41:29 Publisher Support Beyond Money
43:21 Hands On Vs Hands Off
46:59 Marketing And Platform Connections
48:20 Relationship Friction And Bias
55:36 Launch Recoup And Royalties
57:45 Deal Structures And Studio Survival
01:02:21 Negotiation And Extra Funding
01:04:53 Power Imbalance And Ethics
01:09:02 Rethinking Milestones For Learning
01:12:19 Collaborate Or Collapse
01:13:34 Final Thoughts And Wrap Up
Level up your leadership: https://forms.gle/nqRTUvgFrtdYuCbr6
What if the contract keeping your game studio funded is the exact thing preventing you from making a good game?
In this episode, Ben reacts in real time to Jason Schreier’s video on how video game publishers actually work. Diving deep into the mechanics of first-party vs. external publishing, milestone gates, and post-launch recoupment, Ben breaks down where popular internet takes fall short.
He exposes the production traps studio leaders fall into when trying to survive milestone schedules and shares how to maintain leverage, navigate power dynamics, and build a healthy collaborative relationship with funding partners without sacrificing the game's core experience.
What You'll Learn in This Episode:
● The REAL difference between first-party studios and publisher-funded external devs
● The Vertical Slice Trap: Why so many studios build impressive demos that fall apart in full production
● The uncomfortable truth about studio-publisher relationships and why studios have to own them
● How milestone-driven development can sabotage great games.
● Why "shipping a successful game" still isn't enough and how recoupment deals can shut down studios after launch
● The psychology publishers use when deciding whether to back your delay... or cancel your project
● How smart studios reduce risk early by staying lean, validating the fun, and avoiding expensive mistakes
If you're a leader in game dev who feels trapped between hitting rigid publisher milestones and actually making a fun, viable game, this episode is for you.
🔗Watch the original video here: How Video Game Publishers Actually Work
🔗Jason Schreier’s YouTube Channel: @jason-schreier
Connect with us:
🔗Ben’s LinkedIn: LinkedIn: benjamin-carcich
🔗BBG’s LinkedIn: LinkedIn: building-better-games
🔗Instagram: Instagram: buildingbettergames
🔗Website: https://www.buildingbettergames.gg
🔗YouTube: @buildingbettergames
If you want me to help producers or studios build better games through effective systems and leadership, you can reach me at: info@valarinconsulting.com
#GameDev #GameProduction #IndieDev #GameIndustry #BuildingBetterGames
00:00 Publishers vs Developers
01:12 Why Nuance Matters
05:33 Two Publisher Buckets
06:00 First Party Studio Dynamics
08:46 Milestones and Gate Funding
13:33 Leadership Accelerator Pitch
15:05 External Studio Funding Basics
18:40 Pitching Needs Prototypes
21:55 Pitch Circuit DICE to GDC
24:40 Signing the Deal Terms
26:06 Vertical Slice Explained
35:13 Milestone Incentives and Risks
36:36 Rejected Milestones Fallout
37:23 Kill Fees And IP Rights
39:55 Seedy Publishers And Milestones
41:29 Publisher Support Beyond Money
43:21 Hands On Vs Hands Off
46:59 Marketing And Platform Connections
48:20 Relationship Friction And Bias
55:36 Launch Recoup And Royalties
57:45 Deal Structures And Studio Survival
01:02:21 Negotiation And Extra Funding
01:04:53 Power Imbalance And Ethics
01:09:02 Rethinking Milestones For Learning
01:12:19 Collaborate Or Collapse
01:13:34 Final Thoughts And Wrap Up