34. Dolly Parton Hits
Katya Dolgova, Chief Operating Officer and Co-Founder of Redhill Games, a game developer based in Helsinki, Finland is on the podcast this week! In a fun nod to Dolly Parton (intentional or unintentional), Katya's team just put out their first game, an FPS called Nine to Five. We talk about the startup environment vs. larger publishers, what is missing in the digital economy, and why it's fun to build a shooter game.
Episode Resources:
https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/
Transcript
Welcome to the meadow woman podcast. We address the
Unknown:issues, opportunities and challenges facing women in the
Unknown:development of the metaverse the biggest revolution since the
Unknown:internet itself. Every week we bring you conversations with top
Unknown:female talent and business executives operating in the
Unknown:gaming and crypto industries. Here's your host Lindsey, the
Unknown:boss poss the metal woman podcast starts now.
Unknown:Hello, and welcome to the metal woman podcast part of the
Unknown:holodeck media Podcast Network. I'm your host, Lindsay the path
Unknown:path from Charlotte to success recovering it all returning
Unknown:listeners, thank you so much for supporting the show. And for all
Unknown:the new listeners out there. Welcome. I hope you enjoy. One
Unknown:of my favorite things about doing the show. And I mean, this
Unknown:truly is talking to people from all around the world. And I've
Unknown:been lucky enough to have some international guests, always
Unknown:looking for more. So if there's folks you want to see, feel free
Unknown:to send them my way. I'm so excited to introduce today's
Unknown:guest all the way from the cozia. Cyprus. I will heartily
Unknown:admit that I have not spoken with many people from Cyprus, if
Unknown:at all. So I'm very excited to introduce a Katya del Cova, who
Unknown:is the Chief Operating Officer and co founder of Red Hill games
Unknown:to the game developer based in Helsinki, Finland, although she
Unknown:hails from Cyprus redheal games release its FPS nine to five,
Unknown:May of 2022. So very recently, and I'm very excited to hear
Unknown:about how the process how that process went what it was like.
Unknown:So Katya, welcome to the show. I'm so excited to have you.
Unknown:Thank you, Lindsay. Happy to be here. Can you please introduce
Unknown:yourself and give the audience a bit of your backstory?
Unknown:Yes, just in a few words, not to bore anybody to death with my
Unknown:with my life. So I'm Katya. Right now I'm co founder and
Unknown:chief operating officer of retro games. And as Lindsay said, we
Unknown:are working on the FPS game. For now we have one live game, which
Unknown:is 95, which is available on Steam and stadia if you want to
Unknown:buy it feel free. Otherwise, we decided that you want to work on
Unknown:different shooting games and sell we have several r&d
Unknown:projects in the work as well. But nothing is announced. So
Unknown:unfortunately, we cannot share a lot of details here.
Unknown:How did you wind up with a game to co founding a game
Unknown:development studio that started in Finland while being in
Unknown:Cyprus. I'm going to ask you about
Unknown:the power of or internet I guess and online remote work. Together
Unknown:with France, we decided that we want to set up our own company.
Unknown:And so there are four co founders, two of our science
Unknown:staffers, two of our co founders are in Finland. So from the very
Unknown:beginning, we had two offices. One is in Helsinki, we just have
Unknown:water that's inland and one in Cyprus. But then Cypress will
Unknown:have a small operation.
Unknown:Gotcha. Okay, so we're gonna start off by talking about your
Unknown:role at Red Hill. And a past conversation, we talked about
Unknown:how you do many of the things that aren't related to actual
Unknown:game development from partnerships, illegal to
Unknown:operations, marketing, game testing, user acquisition, the
Unknown:wide world that is not game development. But I want to just
Unknown:start right away and talk about how non software development
Unknown:folks can get involved in gaming. So can you tell me what
Unknown:your past experience was? How you got to founding Red Hill,
Unknown:and how your you've been able to use what you previously did in
Unknown:games and game development?
Unknown:Well, first of all, before starting our own gaming company,
Unknown:I've been working for another gaming company, so I wasn't
Unknown:completely stranger to the gaming industry. Although before
Unknown:that I was working in the finite financial industry and in, in
Unknown:software in it. So it was somewhat related to dealing with
Unknown:different developers, programmers, and so all these
Unknown:creative professionals who need special attention, and so
Unknown:require a lot of creative environments around them. So
Unknown:from that perspective, I wouldn't say that everything I'm
Unknown:dealing with is not exactly game development. So the main purpose
Unknown:of activations is to enable game developers to develop the game.
Unknown:So we are supporting them on the backgrounds with whatever
Unknown:activities I needed, either bringing extra resources from
Unknown:external providers, or working with communities or you know,
Unknown:looking for for the audience to introduce the game to so we are
Unknown:part of the development process as well. Although not writing
Unknown:the code or creating beautiful art and not designing anything,
Unknown:although of course, like everybody has ideas, what is the
Unknown:best game and so how you need to make it and in turn So far
Unknown:people getting into the gaming industry, I think like the main
Unknown:prerequisite is, you need to love games. And then the gaming
Unknown:industry is so diverse and so many different fields and
Unknown:professions are needed here. So be it like finance, be legal,
Unknown:Community Marketing, this intelligence, all of that is now
Unknown:required in the game. So it's not only programmers, and not
Unknown:only designers who are making games. So whatever you like,
Unknown:Whatever you do, believing in general, it can be connected to
Unknown:the games, you feel like the industry, and you want to be
Unknown:part of
Unknown:that makes sense. I there? I definitely feel and this leads
Unknown:perfectly into the second question, because I'm going to
Unknown:push back just a little bit, because I've met tons of people
Unknown:who are passionate about games. And you're right, that is
Unknown:definitely the first step. For sure. I've also met tons of
Unknown:people who are passionate and kind of don't know where to
Unknown:begin. So if you're starting from a place of passion, and
Unknown:you're a non technical person, do you have any recommendations
Unknown:for the best skill to learn? Or the best educational path? Or
Unknown:from your point of view? Is it like, oh, the gaming industry
Unknown:really, really needs more HR professionals, or the gaming
Unknown:industry really, really needs more people who work on their
Unknown:legal team? So go to law school, like, is there? Is there
Unknown:anything you feel that there's kind of a real shortage of? Or
Unknown:if you were a young person who was just really passionate about
Unknown:games? Where would you start?
Unknown:That's a good question. If we're looking at the shortage of some
Unknown:roles, right now, I would probably mean business
Unknown:intelligence, and data, data engineering. Those are in high
Unknown:demand. And if you're good at statistics thing, you know,
Unknown:being able to write scripts and work also, with developers to
Unknown:answer ask and answer the right questions, you will be in demand
Unknown:for sure. And some, another one is digital marketing as well.
Unknown:Because these days, all of the companies are working with
Unknown:communities, they're promoting the content to the end users.
Unknown:And they are involving communities also into design and
Unknown:into testing. Which means that if you know how to operate in
Unknown:the digital world, and be the best representor of what your
Unknown:company is doing, and what your game is about to say and bring
Unknown:to the to the people, then those skills are also in high demand.
Unknown:And otherwise, I would really say that, wherever you are,
Unknown:whatever you learn, there is still a way to apply those
Unknown:skills. It's not that of course, like every single doctor will
Unknown:find themselves stuck in the gaming industry. But there are
Unknown:also games, which are for the medical professionals to test
Unknown:the comments and to play, and then discuss and, you know, be
Unknown:blown away about that. So do not wait and see. If it is I don't
Unknown:know, like finance or legal. There are always opportunities
Unknown:for those two, it's probably a little harder to get into the
Unknown:industry. If you already built up your career, like 30 years in
Unknown:the profession, then changing the industry completely,
Unknown:potentially you need to step down and go into the entry
Unknown:level, if any special skills required, if not, some skills
Unknown:are transferable. So if I would be looking for example, for a
Unknown:financial controller is of course you read they have
Unknown:understanding what gaming industries, but what is more
Unknown:important that they know finance, right? And they can you
Unknown:know create the Bucha cash flow and you know, afterwards they
Unknown:define the logic. If they don't know how to do that than if they
Unknown:weren't gamers doesn't go to hell is not going to help them.
Unknown:That makes sense. Yes. If you're looking for financial,
Unknown:financial, what did you say Comptroller,
Unknown:Financial Controller accountant strive to be like, any rate,
Unknown:which is not directly involved into the game development.
Unknown:Right? Yeah. So if you're looking to get, I guess what I'm
Unknown:taking from this is if you're looking to get kind of directly
Unknown:involved into game development, and you're a non technical
Unknown:person, then considering business intelligence and
Unknown:digital media are good points. Of course, there's more. There's
Unknown:other ones. Yeah,
Unknown:those are in high demand for sure. Production roles, like
Unknown:project management are also transferable skills. If you go
Unknown:somewhere and you want to go into gaming, that's definitely
Unknown:going to help you and always getting involved into the gaming
Unknown:communities. Any game you like to play, there are communities
Unknown:and you can start building up your involvement from from this
Unknown:angle
Unknown:as well. That makes sense and then otherwise special. Less
Unknown:roles, or experience you may already have, you're looking to
Unknown:transfer. So that makes sense. I have a lot of friends who are
Unknown:trying to kind of break in and unsure where to start. So I
Unknown:think that those are two very good piece of advice. I want to
Unknown:shift the discussion a little bit and actually talk about what
Unknown:it's been like to develop an FPS has Redhill just fully launched
Unknown:in May. And that is so exciting. There's definitely a stereotype
Unknown:that FPS games are developed and targeted largely towards men,
Unknown:and that men are the only ones who play FPS. But we know more
Unknown:and more that that's not true. I've I debated introducing some
Unknown:of the facts on this show about that. But I have read facts
Unknown:about shooter games several times in the past. So I will not
Unknown:bore listeners. But please, if you don't know any facts about
Unknown:shooter games, just go ahead and Google it really quick. I highly
Unknown:recommend ESS annual report as a good quick breakdown of
Unknown:demographics and games in general. We do know, however,
Unknown:that many developers are men. So can you talk to me about your
Unknown:development process? How you incorporated women into the
Unknown:development and built a game for everyone? And was there any kind
Unknown:of different approach you took in game creation? To make it
Unknown:more inclusive? Or do you I guess, let me rephrase the
Unknown:question. i You have mentioned previously that you worked with
Unknown:a lot of of women developers on your team that there are quite a
Unknown:number. Do you believe that in just having women developers on
Unknown:the team, that you are inherently able to make the game
Unknown:more inclusive just because it's more voices at the table? More
Unknown:people working on the project? Or did you feel that you also
Unknown:had to put inclusion kind of as a goal? It may be a mix of
Unknown:those, but I'm just wondering what your thoughts are on that.
Unknown:Right. So
Unknown:let me take a few steps back so I can I can cover this topic in
Unknown:full. So first of all, in terms of bringing female developers
Unknown:into the table, we started a company already, like three male
Unknown:co founders, and one female co founders. So like we brought up
Unknown:diversity, agenda, diversity, you know, from the very
Unknown:beginning. As well, we are all different nationalities. So we
Unknown:all came from different backgrounds. And that adds also
Unknown:to the diversity and inclusion attracts rescue in general, our
Unknown:main inclusion and diversity comes from the National
Unknown:diversity, because we are recruiting all over the world.
Unknown:And in the company, right now, we have 25 different
Unknown:nationalities coming from different countries. So we have
Unknown:about 22 different languages we speak. And so all those
Unknown:different cultural, you know, specifics, doing the Lord's to
Unknown:be able to create a good game, because the game is for everyone
Unknown:in the world, therefore, like perspective for every single
Unknown:individual is kind of taken into account. In terms of the female
Unknown:developers, and the general statistics. I unfortunately,
Unknown:cannot argue that because FPS, shooting games in general, I
Unknown:still predominantly play by male players, statistics, I think
Unknown:that's about 30% of the players are female. Whatever, of course,
Unknown:depends on which particular game, you know, the numbers
Unknown:vary. In terms of our personal player, base, it's more male,
Unknown:because at least at the beginning, it was pretty
Unknown:hardcore. So females did try and some of them speak and some of
Unknown:them decided that it's too hard, or to be, you know, too active
Unknown:for them. So we had about probably 10% of our player base,
Unknown:who are female. And so usually, those female players are very
Unknown:vocal. So the members of the discord communities, they're
Unknown:talking, they're making suggestions. They're actively
Unknown:taking part in whatever tests and events you announced. So
Unknown:they are usually white dude in cooperating with the developers,
Unknown:male players, because it just didn't number them bigger
Unknown:number. Of course, they also do that. But if you compare the
Unknown:percentages, which match everybody from the female player
Unknown:community who play the Alto as well, so therefore, their voice
Unknown:is usually heard much more than the other genders. In terms of
Unknown:the developers as such, again, you know, we are mainly male
Unknown:male dominated company, again, for the obvious reasons,
Unknown:although we do have senior senior developers who are
Unknown:female, for example, UX designer, we had senior
Unknown:animator, we have video art artist and 2d art Just as well,
Unknown:for our representatives, also a different points of view, and
Unknown:what we believe and all our male colleagues agree, whenever you
Unknown:have a different mixture of genders in the team, that helps
Unknown:you having the different perspective. Because otherwise,
Unknown:it is pretty like, you know, streams and some, it's hard to
Unknown:consider things from different angles, and it's having
Unknown:different genders in the team kind of minimizes this issue. I
Unknown:would definitely want to have more female programmers. Not
Unknown:that many exist in the world, in the gaming communities. So we
Unknown:have discuss, though, with the colleagues as well, how can we
Unknown:change it in general, and we think that probably we need to
Unknown:start really, really early at schools, explaining kids at
Unknown:school, what is good about like being a programmer, and
Unknown:encouraging girls to join programming profession, then we
Unknown:will definitely have a bigger pool of candidates to choose
Unknown:from. Because the raw studios who only have females, for
Unknown:example, such studios exist. But they're not doing shooters, they
Unknown:are usually doing like design games, or some fashion games or
Unknown:something for the children. But of course, like there is still
Unknown:an opportunity to bring them along and incorporating into our
Unknown:world. So absolutely, there is a need for that. And supplements
Unknown:will benefit a lot if they have females in their group.
Unknown:I want to plug a different episode really quick, just
Unknown:because I recently interviewed Dr. Jacqueline Thomas of Girls
Unknown:Pursuing Science. And we almost exclusively talked about getting
Unknown:girls into more science based professions and starting young
Unknown:and all that. So I totally agree with you. When it comes to
Unknown:starting them young, and I confessed her and I'll confess
Unknown:to you, too, that I was also a failed science major in in
Unknown:school, I had a very active interest in science and I wound
Unknown:up leaving and women unfortunately leave at a much
Unknown:higher rate, just something I found out much later on. But I
Unknown:just didn't have the confidence as an 18 year old to stick it
Unknown:out. And I wish I would have. So I completely agree with you that
Unknown:starts early on, it definitely starts with education. Would you
Unknown:say that being in this? I think that there's an obvious answer
Unknown:to this question. So I'm not expecting anything crazy. But
Unknown:I'm assuming because you're able to bring in so many different
Unknown:folks in so many different nationalities that you are a
Unknown:largely remote company. We're not, you're not Wow, all these
Unknown:people are in our in real life. Yeah,
Unknown:they're in Helsinki, and they are in Cyprus, and, in general,
Unknown:we don't mind remote work. In Japan, as a concept, we started
Unknown:the company office based, then we had COVID, and we'll learn
Unknown:how to work remotely. And some people work remotely every now
Unknown:and then. So we're not policing them, you know, being physically
Unknown:in the office on a daily basis. But for the smaller company,
Unknown:it's much easier to interact when you have space and life
Unknown:quantum is much faster, it's more efficient, that discuss
Unknown:ideas, you know, and they push a machine and then go to your
Unknown:workstation and implemented straightaway. So going forward,
Unknown:when we grow potentially we will be more remote than we are now.
Unknown:But at the moment majority of the employees
Unknown:so then how what were your recruiting practices like to get
Unknown:so many people from different nationalities, especially with
Unknown:being in an office? Oh, well, we
Unknown:attracted them. So like feelings is a good place to leave very
Unknown:family friendly, you know, good environment. So good ecology,
Unknown:you know, good government doing a lot, a lot of things so for
Unknown:for the population. And so also the Finnish government is pretty
Unknown:good in supporting it industry and games in particular.
Unknown:Therefore, it's pretty easy to attract people to validate and
Unknown:start building their life or in a new country. And also some
Unknown:people like when it's dark and cold, and every now and then a
Unknown:little bit of stamina light now, and some other people prefer to
Unknown:have, you know, cold weather and the close proximity of the sea,
Unknown:and therefore we have Cyprus for that. But when you just start
Unknown:the company, you're pretty much attracting people by the names
Unknown:of the core team who is already there, and the attractiveness of
Unknown:the work you can offer. Because of course, like developers are
Unknown:not just you know, changing the life environment right you know,
Unknown:a few weeks Yes, but in general, it's more important what you're
Unknown:going to work for. And what game are you creating and see? If you
Unknown:can, you know, picture what the game is going to be what your
Unknown:role is there, what's your personal contribution? For many
Unknown:people, it's attractive, and they give it a try, and they
Unknown:move across the pond.
Unknown:Very cool. Well, that that's unexpected, but very neat. I
Unknown:want to we're gonna broaden this a little and still talk about
Unknown:work environments. But we also had previous conversations about
Unknown:the tech industry at large. And my own experience, which I've
Unknown:shared, the most frustrating part is getting stuck at a
Unknown:certain position. So I think that we've had the great
Unknown:recession, and we've had people leaving their jobs. You know,
Unknown:that's been, or the great resignation rather, I know,
Unknown:that's been a US trend for sure. And one of the number one
Unknown:reasons here for people leaving their jobs is lack of upward
Unknown:mobility, you get to certain point, and that's the point
Unknown:you're at, and there's there's no going beyond that. So as a
Unknown:company that has gone put all this effort into recruiting
Unknown:diverse talent and having them move to Finland or Cyprus, um,
Unknown:how are you thinking about that next stage of providing paths
Unknown:upwards so that people don't feel stuck? Actually stay where
Unknown:they are getting new opportunities, constantly
Unknown:learning and thinking? What's, what's your approach to that?
Unknown:Well, in general,
Unknown:I would say like, you know, friends, Billy's as guilty as
Unknown:any other gaming companies, because of course, like, we have
Unknown:so many senior positions and leading positions, as we have,
Unknown:and some people leave, they have aspirations to become the next
Unknown:to their most likely need to be their own company, potentially,
Unknown:maybe the will, the opportunity with us
Unknown:was a little different. I'll give him that one.
Unknown:Right. But in general, we do have career progression plans.
Unknown:And last year, we hired a dedicated person who is dealing
Unknown:specifically with working with leads and with employees to make
Unknown:sure they know where they want to go. Because also there are
Unknown:two different paths. Some people want to become people managers.
Unknown:And these are certain skills you need to learn in addition to
Unknown:your personal profession, and some people want to become
Unknown:experts. And then that's more technical, and they just need to
Unknown:make sure that they grow professionally as much. And
Unknown:there should be a good interaction in between. And
Unknown:some, of course, like not every personal wish can be fulfilled
Unknown:in a small company. But, of course, like we're trying that,
Unknown:when we started the company, we had to hire seniors, because you
Unknown:you have like 1020 people, and you expect it to create
Unknown:something which comparable to AAA. So people have to wear many
Unknown:hats, and therefore they have to be very productive in what they
Unknown:are doing. So unfortunately, it's not usually the level of
Unknown:the juniors or interns or even mid level employees. But even in
Unknown:the first year, we already started the internship program.
Unknown:So we brought very, very junior early in career people and
Unknown:started teaching them and developing them inside. And they
Unknown:grew with us. And they got promoted several times, and then
Unknown:decided in the likeness path of law. So sometimes the best way
Unknown:to get promotion is to leave unfortunately, and it's not
Unknown:gaming industry specific. That would be any industry. In fact,
Unknown:unfortunately. But of course, like for bigger companies, there
Unknown:is more opportunities to have several projects in parallel.
Unknown:Much, we're also considering that they're having several
Unknown:projects that are being developed. So people can move
Unknown:around and take different roles on different projects. And it
Unknown:doesn't mean it's 100% Guaranteed. But there would be
Unknown:opportunities start over time, doesn't mean that you join us
Unknown:today as like senior programmer, and you will become a principal
Unknown:program or lead programmer in the year, you may eat, right, or
Unknown:you may become a people lead on a new project, if that's the
Unknown:interest you have. And you want to develop into this into this
Unknown:direction.
Unknown:That makes sense. And we're talking about kind of big
Unknown:studios versus small studios. I wondering if you have any
Unknown:thoughts on startup versus indie publisher versus triple A
Unknown:studio? So I guess so you have experienced definitely with the
Unknown:startup studio, and I didn't you mentioned up previously worked
Unknown:in games, we didn't dive into that too much. So I'd be happy
Unknown:to learn more about what that was. But if you were on the job
Unknown:market right now, is there one where you think there is more
Unknown:growth opportunity? Or a better work environment in general?
Unknown:Like, if you would you step back with the experience you've had
Unknown:in the games industry, which of those is kind of the most
Unknown:attractive and why.
Unknown:And this point in time, I would say, I would probably go again,
Unknown:to a startup or maybe, you know, to similar dark top myself with
Unknown:some friends, because obviously, I don't have all the skills and
Unknown:I would need complementary skills. The main reason for that
Unknown:is, when you work in a smaller environment, first of all, we
Unknown:have more responsibilities, if you're interested in that, you
Unknown:can do more things. And it's good and bad in wearing
Unknown:different hats. But, you know, never in the past, I was, you
Unknown:know, doing user acquisition or marketing, right. And now I have
Unknown:this opportunity to learn that also for myself, if I would have
Unknown:been working in a big company like before, it would most
Unknown:likely be in one discipline, you can, of course, make an
Unknown:initiative and do something like just in disciplines, but most
Unknown:likely, it still will be, you know, directed, quite handily,
Unknown:within the p&l, corporate rules. So from their perspective, for
Unknown:me personally, working in a smaller team, makes you more in
Unknown:control gives you more responsibilities, more
Unknown:opportunities. And also you can try different things. So right
Unknown:now, for me, that would be the choice.
Unknown:This is a distinction I hadn't thought about before, because I
Unknown:am definitely a person who likes to have several projects going
Unknown:at once. And so it's interesting to hear, you know, the larger
Unknown:you go, the more kind of single singular your focus becomes. I
Unknown:think that's a really astute observation. And especially as
Unknown:someone who doesn't prefer to have a singular area of
Unknown:expertise, that's something that I'll definitely carry forward.
Unknown:I've definitely gotten pigeon holed, I guess is the word in
Unknown:the past. And it's a little bit harder to be creative, when
Unknown:you're only looking at one one area. So I, that's a great piece
Unknown:of wisdom for folks out there. And that being said, there's
Unknown:plenty of people out there who have one area of expertise that
Unknown:they love, they're super passionate about and can spend
Unknown:40 hours a week on, and maybe that it's worth going to a
Unknown:bigger, bigger place where you just have the one thing that you
Unknown:do and you love it. Well,
Unknown:those roles also available in smaller companies and like, like
Unknown:powers, and if you like to be an animator and you only like to
Unknown:animate hands, you will still have a chance to do that. And
Unknown:you can do it all your life. Right. But if you want to do
Unknown:more, then of course, in the small environment, you will have
Unknown:more opportunity to try new things, sometimes out of
Unknown:necessity that the company can get, you know, as many people,
Unknown:but that could be an issue a choice, if you want to do that.
Unknown:And you should just be your manager to your to your lead
Unknown:like let me try. Most likely they will agree.
Unknown:Where did this hand Development Development example coming?
Unknown:Because that feels very specific.
Unknown:Well, you know, we have to rating the first person shooter,
Unknown:right.
Unknown:Hands were really hard to animate. That's funny. Um, can
Unknown:we talk a little bit and again, we talked about this when we met
Unknown:up before the difference in approach to the Western and
Unknown:American environment versus where you are when it comes to
Unknown:the Nordics and, and Europe in general. What are kind of the
Unknown:differences you see in game development companies?
Unknown:similarities? Yep, just comparison would love to get
Unknown:your thoughts? Right. Um, well,
Unknown:first of all, I don't have my personal hands on experience
Unknown:with American game developers. Game Development per se. Of
Unknown:course, I know plenty of people who are working in different
Unknown:gaming companies than my previous company. We have
Unknown:offices in the States as well. But so my main knowledge comes
Unknown:from the discussions that are from what we read the in booths
Unknown:and social media. And first of all, I would like to say that
Unknown:American gaming industry seems to be like more developed,
Unknown:developed and have a greater history than European one if not
Unknown:more specific, but, like gaming started, not in Europe, and
Unknown:therefore, like, the most experienced professionals are
Unknown:coming from the US. And some most of the educational programs
Unknown:are also developed in the US. And we are looking up at them
Unknown:all the time. And all the all the great games we work we
Unknown:played when we were children, in most of the cases are coming
Unknown:from the US as well. So we'll learn from them. Otherwise,
Unknown:European and specifically more the gaming industry, they are
Unknown:much more focused on like work life balance, and that people
Unknown:have like good environment, or not all working. And it's, you
Unknown:know, having a good time while working. And you hear a lot
Unknown:that, you know, in the States, there are lots of branches and
Unknown:branch and branch. And afterwards, people, you know,
Unknown:just want to leave and have a little bit of life, or sometimes
Unknown:they have to jump into the new project as well. So in Europe,
Unknown:it's much more regulated towards the employees, again, not
Unknown:specifically gaming industry, but in general labor law is
Unknown:dictating that. So we're our employees have very different
Unknown:experience from that perspective. I'm not saying we
Unknown:never have branches we do, of course, if there is a deadline,
Unknown:which needs to demand, would you ask our people to put extra
Unknown:effort, but we cannot mandate will always agree, we have to
Unknown:notify them in advance, and we have to compensate with money or
Unknown:time off. And it also cannot last forever, it has to have a
Unknown:limit on that. And that's also one of the benefits which we
Unknown:usually offer to the American developers, if they want to try
Unknown:and sound you know, relocate and work for the European company,
Unknown:you will have a lot of vacation, and Santa like paid time off,
Unknown:you will use that at least five, six weeks, during the year you
Unknown:can use then all the public holidays, all the extra time you
Unknown:worked. And then you can compensate as well. Huge health
Unknown:systems in Europe as well, can not be underrated. That's also
Unknown:another benefits which all employees in European and
Unknown:Nordics have, and they of course, like use it. So all your
Unknown:background is supported and covered. So you can focus your
Unknown:productive time on making, you know, new games. So from that
Unknown:perspective, I guess that probably few things which are
Unknown:different. But still, were looking at the American
Unknown:developers and American conferences and everything. And
Unknown:we want to incorporate this experience into what we do as
Unknown:well.
Unknown:The environment certainly is different. I will absolutely
Unknown:give you that. Have you? Have you found that some of the
Unknown:folks? I mean, I know you said you're recruiting people from
Unknown:all over the world. Have you found any? Like, is there any
Unknown:special kind of excitement from American developers to jump ship
Unknown:and move to Europe at all? I this is I'm purely just curious,
Unknown:because obviously, we've seen a lot of news about American game
Unknown:publishers lately, and most of it has been negative. So I'm
Unknown:wondering if a lot of developers are thinking, Oh, time to try
Unknown:something new. And if you've been able to kind of capitalize
Unknown:on that a little bit,
Unknown:always hope but of course, like, well, people are still having
Unknown:opportunities in the same country, they first consider
Unknown:them because it's obviously you know, more familiar, and doesn't
Unknown:require you to change the entire life. The younger people tend to
Unknown:be more interested. But if you have family with several kids,
Unknown:house mortgage, whatnot, then you will think twice, unless
Unknown:it's not a remote. If it is remote opportunity, you can of
Unknown:course, jump on it right away. If you need to go then you know,
Unknown:more things are taken into consideration. So of course, we
Unknown:try to extract those who seem to be available because of
Unknown:something happening with the company. So far, I don't have
Unknown:too many Americans working for us. We have two out of 70. So
Unknown:they are coming from from the States. But in general by going
Unknown:forward if we need to grow if you will be attracting
Unknown:developers from the States, then maybe we were also talking about
Unknown:remote engagement. We didn't consider that in the past
Unknown:because we were very office base. But going forward,
Unknown:obviously the world is changing and all the development is
Unknown:changing.
Unknown:Yes, I I will say I was a little shocked when you said that you
Unknown:all go into an office. I bet that totally took me aback for a
Unknown:second like Wait. People do that still. Yes. That's not That's
Unknown:not a bad thing. It, it is completely team dependent. I'm
Unknown:just so used to everyone moving in the opposite direction, and
Unknown:I'm fully at home. And so I, I totally forget that other people
Unknown:have different experiences. I want to talk also just about the
Unknown:startup environment, because we haven't. We've talked a lot
Unknown:about working at a small game developer, and we've thrown
Unknown:around the word startup. And you've mentioned the story of
Unknown:how you got it started. But what has it been like to actually
Unknown:build a game development company from the ground up?
Unknown:Well, probably the best comparison would be, then you
Unknown:were building the bicycle when you write it the same time. So
Unknown:that's pretty much what we've been doing in the past four
Unknown:years. And there are like pluses and minuses like in everything,
Unknown:and you have big ambitions, you want to create the best company.
Unknown:And of course, the company wants to be the best game ever,
Unknown:everybody's going to be playing and loving. You learn on the
Unknown:way. And it's also like, sometimes you need to make
Unknown:choices, which students make if you're part of the company, and
Unknown:like well funded, then you don't need to decide, would I hire? I
Unknown:don't know, again, I mean, nature? Or rather, I shall bring
Unknown:develop a programmer? Or do I need some, I don't know, the
Unknown:character artist, or environmental artist is more
Unknown:important at this point in time. So you have to juggle things all
Unknown:the time and make decisions on the spot. So that's probably the
Unknown:biggest, the biggest challenge in the working in the startup,
Unknown:which not yet earning the money from the game
Unknown:if paid. Is there anything in particular that you wish you
Unknown:would have known when you started? And I don't necessarily
Unknown:mean any regrets, but it's like, Oh, if we just knew this thing,
Unknown:it would have made our process easier? Or if we just had this
Unknown:tool or, like, is there is can you think of any instances where
Unknown:it really was? This one thing would have put a lot of other
Unknown:things to rest? Huh? Well, for
Unknown:me, for me, personally, I guess we should have brought the
Unknown:person who is dedicating time to marketing earlier wrong. That's
Unknown:in my team. And I was always thinking that, you know, before
Unknown:the game is ready, and then we'll really start promoting it.
Unknown:We can do bits and pieces ourselves, like always had
Unknown:community people who, because we had community from the early
Unknown:testing, we didn't have a dedicated marketing manager, for
Unknown:example, that could have been different. So in analyzing the
Unknown:audience and making sure that, for example, the characters are
Unknown:much relative to the particular audience that we believe the
Unknown:game is for. No, that was not in place. And I think, you know, if
Unknown:I think back, I should have probably hired the dedicated
Unknown:marketing person earlier. Again, you know, that's the choice, you
Unknown:decide, bring it on, you do that or not? Now, I think I should
Unknown:have done it earlier.
Unknown:Well, another thing, you'd never be 100% on, on all the
Unknown:decisions. So yeah, and what's the other thing
Unknown:and another thing is that, when creating a new game, in the new
Unknown:company, we thought that it would be good if the game will
Unknown:be very different. Right? Of course, like people have so many
Unknown:different shooters on the market, they can, you know,
Unknown:choose whatever, and they are in general, continuing similar
Unknown:path. So we introduced a little too many new things into design.
Unknown:And, again, looking back, potentially, we should have
Unknown:looked more into the industry, like the hands of the industry
Unknown:in that sense, and be a little closer to them. Because
Unknown:sometimes completely new things, meeting people off as well,
Unknown:before they're becoming familiar. And so not everybody
Unknown:is willing to be out try and test things. So from that
Unknown:perspective, you know, being somewhere moving the needle
Unknown:would have been more beneficial. But again, that's the choice we
Unknown:made. And so here we are, like next time, maybe slightly, you
Unknown:know, less innovative. But again, maybe not. We'll see when
Unknown:the next thing
Unknown:right, well, I really appreciate that you said that you said that
Unknown:about a marketing manager because I am very pro marketing.
Unknown:As someone who works in marketing, I think marketing is
Unknown:so important, because if you build something great, but there
Unknown:There's no one to look at it that it doesn't matter. And the
Unknown:sooner you can bring someone in who's going to say, hey,
Unknown:everyone look at this thing, the better off you are. And I do
Unknown:think it's very salient to say, it's good to be unique, but
Unknown:things are popular for a reason. And it's because they're well
Unknown:liked. So finding that balance of introducing unique elements,
Unknown:while incorporating the good all familiar with things that people
Unknown:love. Anything is important, and hard to do. I mean, all of these
Unknown:things, like you said, you're you're building the bike while
Unknown:you're writing it, there's no way to know some of this until
Unknown:you get started. So that's just the unfortunate truth about
Unknown:startups. Exactly
Unknown:what we learn, right? So after four years, it's probably
Unknown:already harder to call ourselves startup because we created the
Unknown:game, it can be played. We have very good team. But still, you
Unknown:know, we have we were small and our general, attitude hasn't
Unknown:changed much always kind of start off.
Unknown:Again, it on speaking of tell people where they can play nine
Unknown:to five, and let them know, you know, what's, what's next and
Unknown:what's exciting at Red Hill games.
Unknown:So obviously, we continue working on line five, and that's
Unknown:on Steam. And on stadia, depending on what you prefer
Unknown:keyboard and mouse or controllers. It's available on
Unknown:both platforms. And some, as I mentioned, at the beginning, we
Unknown:are planning to work on shooters. So something next will
Unknown:be also in the shooting genre. We don't know yet what exactly
Unknown:it will be we have several ideas, which designers and
Unknown:artists and programmers are discussing internally. And at
Unknown:some point, of course, like as soon as we are ready to announce
Unknown:something everybody's gonna hear about that. The best way to
Unknown:follow is the web sites than the LinkedIn page. And we publish
Unknown:all the news there.
Unknown:I love the name nine to five and the call out to Dolly Parton. I
Unknown:don't know if that was intentional or not. But I
Unknown:it was a reference to the Yes, working day.
Unknown:Yes, I love that. That's great. So before we get into our last
Unknown:time, and I'm just going to summarize really quickly what we
Unknown:talked about, we started this whole podcast, really this has
Unknown:been one of the podcasts have I really remained on theme. Kind
Unknown:of rare. But we have been having this discussion about work and
Unknown:work environments quite a bit. One of the you gave lots of
Unknown:great pieces of advice that I'm going to now go over. One of
Unknown:them was that business intelligence and data data
Unknown:engineering positions are in shortage. If you can work with
Unknown:developers and ask and answer the right questions, do the
Unknown:project management portion, you'll you'll be in high demand,
Unknown:digital marketing, also in shortage and as you mentioned,
Unknown:better to hire earlier than later. So if you know how to
Unknown:operate in a digital world, or if you can take marketing
Unknown:classes, whatever that may be, you'll be in demand. And then
Unknown:the last thing that I thought was really interesting was
Unknown:basically you said, if you have specialist skills, look for
Unknown:specialized roles. The example you gave was that there's always
Unknown:games being developed in the medical community. So if you're
Unknown:a doctor who's really passionate about games, go out and look for
Unknown:those of us that are developing games for doctors that learn on
Unknown:the job and things like that and be a tester for that. We talked
Unknown:a lot about gender diversity within redheal games, not only
Unknown:within the company, but within the community. And you mentioned
Unknown:that a large portion of your audience is male, but that the
Unknown:women have an outsized voice in the community that you do have
Unknown:and are able to really get their input out there. Which I think
Unknown:is a great way of building a game from the ground up that
Unknown:doesn't include toxicity or, or anything like that is just
Unknown:having people talk about the game and play the game and talk
Unknown:about how to improve the game no matter what they look like. A
Unknown:huge mix of genders, cultures and languages brings a different
Unknown:perspective to your company. You are very adept at getting people
Unknown:to move across whatever pond they may be coming from given
Unknown:that you have 25 countries represented, I believe you said
Unknown:I'm one of the most important things into getting more women
Unknown:into these roles. getting even more diversity in that way, is
Unknown:starting young with early education. One thing that I
Unknown:think is very unique and very cool about Red Hill games is
Unknown:that you have career progression plans and a person dedicated to
Unknown:working with employees to know where they want to go. think
Unknown:that that is becoming more important as we get through the
Unknown:great resignation and hopefully more companies will will
Unknown:implement a role like that. In some industries, it may be more
Unknown:beneficial just to leave the company and be able to kind of
Unknown:upward move upward that way, but for companies that can handle
Unknown:several projects at once, there might be several opportunities
Unknown:happening simultaneously. So I think the general piece of
Unknown:advice there was both to look within and outside of the
Unknown:company for opportunities. If you are kind of stuck at your
Unknown:current position, we talked about working at Big developers
Unknown:versus startups. And startups allow you to work either in one
Unknown:area of expertise, or on several different disciplines at once,
Unknown:depending on what you want. Startups are more agile, which
Unknown:can mean exploring more paths, big developers might be more so
Unknown:about fulfilling your singular role and kind of being a cog
Unknown:that kind of keeps that machine going, which also absolutely has
Unknown:its value. It's just you have to know yourself and what you're
Unknown:looking for. And we talked about the differences between the
Unknown:American and European game environments. One thing that you
Unknown:pointed out that was really good is that Americans have, this is
Unknown:where game development really started. So you're gonna get
Unknown:that truly seasoned experience from the US. But European
Unknown:systems and benefits are just the bigger draw when it comes to
Unknown:quality of life. And maybe, eventually, that'd be a bigger
Unknown:job when it comes to quality of things over time. Who knows? We
Unknown:ended with a discussion on on building a startup and what's
Unknown:that what that's like, and how it's building the bicycle while
Unknown:you're writing it. If you're starting a company, the two
Unknown:pieces of advice you gave, hire a marketing manager early and
Unknown:strike a balance between being unique, and taking elements that
Unknown:are already popular. I think those are good pieces of advice
Unknown:for any startup, really. So I am going to broaden that to the
Unknown:tech industry at large, not just game development. So I am
Unknown:alright. Oh, thank you. Yeah, I always feel a little bad because
Unknown:I hope people know when I'm, I'm looking down and taking notes.
Unknown:When they're talking. I'm not writing an email to anyone, I'm
Unknown:actually writing episode notes. So the last section that I like
Unknown:to end on with everyone and I asked a version of this, but I'm
Unknown:going to ask more specifically to you is what is one thing you
Unknown:would like to tell your younger self about getting into the
Unknown:gaming industry and being successful?
Unknown:Well, to tell the truth, I came to the gaming industry pretty
Unknown:late, just eight years ago, and before there was like, you know,
Unknown:different industries, different companies, probably, if I would
Unknown:be talking to younger self, I would say try gaming industry
Unknown:earlier, because it's such an exciting world, you can do so
Unknown:much. And it's such a creative environment you're part of and
Unknown:you can do so, so much. And when I got my first job in the gaming
Unknown:industry, my son, of course likes to play said that finally,
Unknown:Mom, you have a proper job. Because everything I was doing
Unknown:before by burning Well, you know, growing as a professional
Unknown:for him meant nothing. Yes, what has stood in the fridge, good.
Unknown:But during gaming company, you're well done now proper job.
Unknown:So like also, that helps bring closer the next generation. And
Unknown:so we have a lot more to talk about now the kids, because I
Unknown:better understand what their interests are. And I can also
Unknown:refer to different game developers and games. And I
Unknown:definitely know more about the world they live in. So that's
Unknown:for sure. You know, talking to my younger self, I would say
Unknown:like, you know, think for the future. And that will definitely
Unknown:help you talking to your children and also be like in a
Unknown:very healthy and exciting environment.
Unknown:That is so funny. Kids will say whatever's on their mind. Katya,
Unknown:thank you so much for coming on. I know you mentioned where
Unknown:people can find and follow redheal games, but where can
Unknown:they find and follow you if you want to be found in follow?
Unknown:Well, absolutely,
Unknown:feel free to drop in notes. I'm on LinkedIn, and Facebook and
Unknown:all the social media and also if you write in also on the company
Unknown:page also, you know, I'll get back to you. Perfect.
Unknown:Thank you so so much for being here. This was so much fun. I
Unknown:love learning about game development. And it was
Unknown:especially cool learning about FPS is that not not my usual
Unknown:forte so it's fun. For all the listeners out there. Be sure to
Unknown:leave those five star ratings and reviews. It's not going to
Unknown:be five stars. Don't leave it. I'm just kidding. But also check
Unknown:out other holodeck media podcasts including metal
Unknown:business and business of esports. I'm on Twitter,
Unknown:Instagram and LinkedIn at Lindsey pass. always send me a
Unknown:note. And you can catch me live Wednesdays on the business of
Unknown:esports Life After Show. This podcast will be in your feed
Unknown:feed every week. We'll see you next week.
Unknown:Thanks for joining us here on meta woman. Make sure to
Unknown:subscribe to this podcast everywhere you get your
Unknown:podcasts, leave a five star review and tell your friends,
Unknown:family and colleagues all about us. Also, make sure to follow
Unknown:metta TV on all socials to get more of the best Metaverse
Unknown:content anywhere. Tune in every week for another episode of have