From the field
Case studies
Real production problems from 15 years running AAA live-service production — and how they got solved.
Scaling a studio from 50 to 150+ without losing the plot
Headcount tripled. Throughput didn't — until the production system was rebuilt to match the new size.
Read the case study →Running live-service production when the game can't go down
Two major live products, millions of players, and a release operation that has to be boring on purpose.
Read the case study →Protecting revenue and cost through volatility — scaling down without breaking
Scaling up is the easy half. Holding a studio together through cuts, pivots, and shocks is where production leadership earns its keep.
Read the case study →
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