
Who builds the future of gaming?
Unlocking the Next Level: Game Industry Leaders Tackle Funding, Players, and Innovation at Web Summit Vancouver 2026
(This article was generated with AI and it’s based on a AI-generated transcription of a real talk on stage. While we strive for accuracy, we encourage readers to verify important information.)
Victor Lucas, founder of Electric Playground Network, moderated a panel at Web Summit Vancouver 2026, featuring industry leaders Ms. Kimberly Voll, CEO of Brace Yourself Games; Mr. Rory McGuire, Chief Creative Officer of Blackbird Interactive; and Mr. Justin Dowdeswell, CEO of Relic Entertainment. The discussion centered on the biggest challenges facing game development studios today.
Mr. McGuire highlighted funding as a core issue, noting a significant contraction from platform holders like Sony and Microsoft, alongside a massive exodus of venture capital money from areas like metaverse and Web3 towards AI. This shift forces many studios to bootstrap, creatively managing limited resources to bring their projects to fruition.
Ms. Voll discussed the evolving nature of players. She observed a trend where players “rent” entertainment through subscriptions, leading to a tenuous connection with games and quick churn. Conversely, players are also more deeply attached to games as “lifestyles” or social hubs, making it harder to attract them to new titles.
Mr. Dowdeswell emphasized the need for game development methods to change. While individuals can now easily create and launch games using off-the-shelf engines, studios must become faster and more agile. He also stressed the importance of distributed teams and co-development across the globe, a significant shift from traditional monolithic structures.
Addressing funding, Ms. Voll suggested de-risking investments by demonstrating a clear value proposition and securing Annual Recurring Revenue (ARR). This financial buffer allows studios to take on bigger, faster, and more flexible opportunities, instilling confidence in investors. Mr. McGuire added that platform holders fund less, pushing developers to launch games on their own terms.
He noted that players are increasingly interested in lower-fidelity or simpler experiences, reducing the pressure to create $100 million games. Bootstrapping and finding partners are crucial. Crowdfunding platforms like Kickstarter are now more valuable for building an audience and community engagement than for primary revenue generation.
The panelists agreed on the power of social media and viral moments for player acquisition. Creating games with natural virality, such as co-op chaos or “friend slot” experiences, can be highly effective. Keeping projects small and agile allows for more attempts to “catch” an audience, a powerful, cost-effective marketing strategy.
Regarding successful player engagement, Mr. Dowdeswell praised Riot Games for pioneering community importance and using eSports as a marketing tool. Ms. Voll, having worked at Riot, affirmed their focus on fostering healthier, stickier communities, recognizing that player retention directly impacts the bottom line.
Mr. McGuire cited Ark Raiders as an example of effective engagement, which conducted a series of closed beta tests with increasing player numbers before launch. This approach ensured the game’s quality and built anticipation, leading to a highly successful original game launch.
Mr. Dowdeswell highlighted Nintendo’s unique approach, characterized by high player trust and strong brand ownership. Nintendo invests across all scales, from small indie partnerships like Brace Yourself Games’ Cadence of High Rule to massive Zelda experiences. This consistent brand identity and willingness to take chances have earned them immense player loyalty.
Ms. Voll also commended Innersloth for their community building with Among Us, recommending Victoria Tran’s work, and Agro Crab for their viral social media presence with the game Peak. These examples demonstrate how smaller teams can effectively connect with their audience through authentic and engaging content.
The discussion then turned to misallocated development resources. Mr. Dowdeswell pointed to the recent trend of unsustainable overinvestment by large publishers, leading to studio closures. He believes the future lies with smaller, more nimble studios that are individually sustainable and not solely reliant on parent companies.
Ms. Voll shared Brace Yourself Games’ own experience with Phantom Brigade, which was initially rushed to market due to financial struggles. They learned valuable lessons, leading to a successful 2.0 re-release. She emphasized the importance of learning from such challenges and fostering a supportive community within the industry.
Mr. McGuire reflected on the 2022-2023 era of low interest rates, which saw excessive money poured into games and inflated benefits. He advocated for a more rational, “Kaizen” (continuous improvement) approach to development. The panel also touched on the industry’s tendency to chase trends like Fortnite and Roblox, sometimes missing opportunities like PlayStation’s Dreams by limiting its reach.
The conversation explored game size and length in the attention economy. While smaller, quickly digestible games offer cost savings and faster market entry, Ms. Voll expressed concern about an over-reliance on “TikTok-like” content. She argued for maintaining space for both short-form and “blueprint” games that offer deep, long-term engagement.
Mr. Dowdeswell stressed the importance of balancing game scope with price point and managing player expectations. He compared it to HBO’s shift to shorter, high-quality series, suggesting that services like Xbox Game Pass could benefit from offering more completable content. Ms. Voll noted that the way information is consumed trains people to expect less and faster, creating a self-fulfilling prophecy.
On the question of starting a new video game studio, Mr. McGuire found it both challenging and exciting. The democratization of technology, tools, and distribution means opportunities exist globally, encouraging diverse perspectives and distributed teams. Mr. Dowdeswell agreed, highlighting the fun and vast opportunities available without needing traditional large-scale resources.
Ms. Voll described making games as a privilege, emphasizing that it requires joy and dedication, not a “quick and easy” approach, given the hundreds of thousands of games released annually. She underscored the opportunity to honor diverse voices and cultures through games.
Ms. Voll elaborated on Thriving in Games Group, which she co-founded to build healthier communities. Having found solace in games as a child but also experiencing rejection, she sees game makers as caretakers of these spaces, with a business case for designing games that foster mutual care.
Mr. McGuire shared insights from Blackbird Interactive’s Homeworld 3 launch, a 20-year anticipation culminating in a successful crowdfunding campaign and a painting by original artist John Harrison. While proud of the launch, he wished they had adopted Ark Raiders’ pre-release testing model to address story-related fan feedback earlier.
Mr. Dowdeswell recounted Relic Entertainment’s challenging separation from Sega. The studio’s intrinsic value—talented people, innovative history, and proprietary technology—was key. Through consistent work, a clear vision for the Company of Heroes franchise, and internal investment, they adapted development processes.
Relic achieved more with 100 people than previously with three times that number, a testament to hard work and transparency. Mr. Dowdeswell maintained open communication with his team about potential outcomes, building trust and enabling a successful transition to a new ownership group.
Finally, the panel discussed AI’s impact. Mr. McGuire noted its dramatic effect on coding and its potential in art, design, and production. He asserted that while AI will be ubiquitous, games will remain a human craft, driven by human stories. Ms. Voll, with a PhD in AI, agreed, emphasizing that despite disruption, the human element of games must be preserved. She stressed servant leadership and responsible use of technology.
The panelists concluded by sharing their current favorite games: Ms. Voll enjoys Slay the Spire 2 and Vampire Crawlers; Mr. McGuire recommended the indie game Blueprints; and Mr. Dowdeswell wished for the return of the beloved franchise Black.

