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Jeremy Lee shared thisThe fabulous Sims team is looking for an experienced Designer to join us! Take a look: https://lnkd.in/gAVwk2rS
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Jeremy Lee posted thisEven with the rumors I'm still a bit shellshocked by the massive Xbox 'reset'. As a former game dev at Xbox I feel a deep sense of loss and sadness for a team that I was always proud to have been a part of. Which of course doesn't compare to the loss that those impacted are going through this week, and for those who remain trying to keep the lights on. Just know that I, and so many of your peers across the industry, are thinking of you and want to help however we can. My team on the Sims has some upcoming opportunities that I'll post soon. But in the meantime if you're a Vancouver-based Senior Designer interested in "sim"ulation hit me up ❤️
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Jeremy Lee shared thisI've recently joined EA on one of the defining games of my life - the Sims! 25 years ago the Sims brought me and my closest friends together in my college dorm room for "just one more hour" into many a late night. I've been a huge fan ever since and can't wait to contribute to the amazing legacy. I have so much respect and admiration to the incredible League of Legends and VALORANT teams at Riot Games and after 10+ years I of course miss them very much. But if your dream job comes knocking you gotta answer ❤️
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Jeremy Lee shared thisI've been a big fan of Treehouse Games from the beginning and encourage everyone interested in this genre to give Voyagers of Nera a try on Steam! Congrats to Michael Chu and team on this amazing accomplishment!Jeremy Lee shared thisSteam Early Access continues to be an important tool for video games. For many games, it's going to be the peak moment, where the most players try your game. That's why many devs and publishers are pushing for shorter, Early Access windows where players can quickly assess that the game they've bought is already quite well made and updates will serve to improve on a finished core gameplay loop and art direction. Voyagers of Nera from Treehouse Games has moved into Early Access. It's Steam page reads: "Voyagers of Nera is a cooperative survival-crafting game where you must survive a magical ocean world brimming with lost spirits and deadly monsters. Sail to distant islands, build beautiful villages and surf across the waves with up to 10 players." The island vibes are deep but it's also a survival game, so it is trying to balance a bit of a mellow feel with the intensity that comes from the genre. I worked with co-founder and CEO Michael Chu at Riot Games and know he's passionate about bringing this game to players. We hung out at The Mix, where they were showing demos of the game. The surfing gameplay stood out as something fun to do in this vast world. It's reviews are still early - just 41 so far - but they're Mixed, so it will be important for them to get more positive feedback to help convince more players to try it. There is some solid effort to get the word out - I saw several videos on YouTube and several media articles about the Early Access launch. Are you playing? I'm not much of a survival player but I could see this being fun to just hangout and surf a little bit. Let me know if you've tried it - or plan to - in the comments.
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Jeremy Lee shared thisAs a fan of TCGs and being lucky to playtest Project K I can’t wait for it to come to life in 2025 and beyondJeremy Lee shared thisWe’ve found our playing partner! We’re excited to team up with UVS Games as our official publishing and distribution partner for Project K. UVS brings great experience in trading card games and global TCG communities, and they’ll help us bring Project K to players in many English-speaking countries in 2025, with plans to expand to more global regions in 2026. We’re also still refining the final game name, card design, and mechanics in response to your feedback and we’re committed to making Project K the best game it can be. We can’t wait to show you more of what we’ve been working on. Keep an eye out for updates throughout the year as we gear up for the global rollout of Project K.
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Jeremy Lee reposted thisJeremy Lee reposted thisAfter an amazing 8-year journey, I’m wrapping up my time at Riot Games 😀 🎉 I want to extend my heartfelt thanks to everyone I’ve worked with at Riot. I’ve been so lucky to collaborate with such talented and passionate people. I’ve learned so much from each of you, especially about becoming an effective, but empathetic leader. Leading the development and operations at scale for League of Legends has been a major milestone for me, and it’s been an incredible experience. I’m truly grateful for all the memories we’ve created together, and I can’t wait to see the amazing things you’ll accomplish next! Now, I’m looking forward to spending some much-needed quality time with my family before gearing up for the next adventure. To my friends in the gaming and tech industries, if you come across any exciting opportunities or potential collaborations now or later - especially on game production, tech program management, or large team operations - I’d love to hear from you. Any reposts, referrals, and connections would be much appreciated! Thank you everyone who made this chapter unforgettable. Here’s to the next adventure! 🚀
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Jeremy Lee reposted thisJeremy Lee reposted this🌟 Exciting Event Alert! 🌟 I'm thrilled to announce that I'll be hosting a fireside chat with the incredible Hana Dinh, Head of Player Behavior for League of Legends and a renowned product expert specializing in building products that are diverse, equitable, inclusive, and sustainable. 🌍💡 📅 Date: June 5th, 2024 🕒 Time: 8 am PST or 5 pm CET📍 Location: Virtual Join us for an inspiring and insightful conversation where Hana will share her expertise and experiences in creating products that not only meet market needs but also drive positive social impact. This event is a unique opportunity for product professionals from the Americas and Europe to come together, network, and learn from each other. Whether you're a seasoned product manager or just starting out, this is a chance to gain valuable insights into building more inclusive and sustainable products. Let's connect, share ideas, and foster a community dedicated to making a difference through innovative product development. 🔗 https://lnkd.in/gUPqmF2Y Don't miss out on this opportunity to learn from one of the best in the industry and connect with fellow product professionals! Looking forward to seeing you there. 🚀 #ProductManagement #DiversityAndInclusion #Sustainability #Networking #Learning #FiresideChat Elisa Heissenstein, Lars Huppert, Carolin Froschermeier, Lorenzo Verginelli, Nilay Sarikayan, M. Ali Ashraf, Dan Laasna Reuter, Patricia Manley, Maulik Parikh, Rich Headley, Elvis Ha, Daniel Lopez, Dorit Kaplan, Avani P., Jesse Chiang, Eliot Sosa, Khoa Le, Laurence Barral, Dave Kozisek, Amy Mamtura, Anna Peterson, Kat Graham please tag other product professionals that may be interested in this event!
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Jeremy Lee reposted thisJeremy Lee reposted thisThe stakes are higher than ever. For the first time, the winning team at MSI will be awarded a guaranteed spot at Worlds, which also counts as an additional slot for their region. Here’s everything you need to know about this year’s showdown in Chengdu.
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Jeremy Lee shared thisMy last video as EP - I'm going to miss doing these they've become a lot of fun with Andrei and team.Jeremy Lee shared thisThe team is back with updates on: ⚔️ Arena 👾 A bullet heaven survivor PvE mode 🌟 Updated champ mastery 😎 Lee Sin's ASU 💪 Ranked rewardsArena, Lee Sin & PvE Mode First-Look | Dev Update - League of LegendsArena, Lee Sin & PvE Mode First-Look | Dev Update - League of Legends
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Jeremy Lee reacted on thisJeremy Lee reacted on thisI’m excited to announce that I recently moved into a Senior Executive Service (SES) position as an Associate Administrator in the Office of Workforce Investment (OWI) within U.S. DOL’s Employment and Training Administration. I will oversee three divisions in OWI (including the one I’ve managed for the past ten years), administering a portfolio of job training programs, labor market data assets, and grants and contracts that provide support and assistance to the workforce development system. I’m honored to step into this new role to help drive greater impact of our programs; improve labor market information systems and tools; and help students, workers, and jobseekers across the country build their skills and connect to opportunities.
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Jeremy Lee reacted on thisJeremy Lee reacted on this✨ The Women in Power Luncheon is back at PPCC 2026! One of our favorite parts of the Power Platform Community Conference is creating space to step away from the sessions, sit down together, and connect with the people who make this community what it is. Join Women in Power for lunch, conversation, and community: 📅 Tuesday, October 27 🕧 12:30 PM 📍 Studio Ballroom, MGM Grand Allies are welcome! No wristbands required. Whether you’ve been part of Women in Power for years or are just discovering the community, your seat is saved. 💜 See you in Las Vegas! #WomenInPower #PPCC2026 #PowerPlatform #MicrosoftCommunity #WomenInTech
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Jeremy Lee liked thisJeremy Lee liked thisMeet the CEO proving that leading a gaming company means challenging convention. This week's Renegade is CEO of Riot Games A. Dylan Jadeja! Our weekly Renegades series spotlights Asian Pacific luminaries who defy stereotypes and pave their own paths forward. Dylan first joined Riot in 2011 as Chief Financial Officer and added Chief Operating Officer to his duties in 2014. After being named President in 2017 and overseeing Riot’s enterprise operations in 2022, Dylan was selected by Riot’s Board of Directors to serve as the company’s next CEO, officially stepping into the role in July 2023. As CEO, Dylan has focused on preserving the creative heart of Riot while taking a less traditional view of what drives a successful business. At Riot, he believes the numbers are often trailing indicators -- and that long-term success starts with deeply understanding the players Riot serves. Read our full interview with Dylan down below or at goldhouse.org/renegades!
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Jeremy Lee liked thisJeremy Lee liked thisSorry y'all, this is a little overdue. Last time I posted I went on about landing my dream job at Riot. Turns out I was wrong, or maybe just wrong about limiting my ability to dream. Last year I accepted the role to lead creative for Riot's first ever physical TCG, Riftbound! Riftbound is everything I’ve ever wanted in a job: the team is incredible, and we’re growing! This game is FUN! And this role feels like it was tailor made for me. Leading creative across both Game and Publishing allows me to ensure that the player experience is cohesive every step of the way across art, narrative and audio! This year has been insanely challenging but oh so rewarding and I am overflowing with gratitude for the wild bounty life has provided. Cant wait for our players to see what we have cooked for them creatively in 2027!
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Jeremy Lee reacted on thisJeremy Lee reacted on thisI apologize. I use this medium selfishly for me to share what I want to and to keep up a writing habit. I lightly curate for you - the audience that I think may read it. That feels hollow particularly this week under the steady drum beat of layoffs, increasing pressure to deliver faster using AI, and the myriad of other challenges of the people here who are working or seeking work. None of these stressors are new - they seem to be an unfortunately stable norm now in the tech industry. What feels a little new is the growing number of extremely talented people I know who are in transition and out of work - and unlike me not by their own choice. I apologize as even this post feels trite coming from someone who is gallivanting around, not looking for work, with ample free time. I chose my time away because I didn't enjoy the direction my work as a senior leader was taking me. Naturally, there were instigating reasons and many other factors too... My past role was not to decide to perform layoffs. I was given a (shrinking) budget or a target when a broader cut was decreed and provided options for me decide on to meet it. As a business leader this is standard fare in capitalism - organizations cannot grow or remain static forever and capital must be redistributed towards efficacy. Deciding how to meet these targets was sometimes straightforward (selectively rehire normal attrition) and sometimes very painful. I appreciate the decisions made by leaders above me were particularly tough. Right or wrong, these people are expected to create growth for the ownership of a company ABOVE the human impact of their choices on the people who work there. Similarly to professional sports - any fan should appreciate that coaches care about their players, but are paid to win for their fans. The difference is in expectations by the people: players on time-limited, performance-based contracts are aware of these expectations and the likely impact on them of a team not performing. Employees in big tech are often less aware as their valuable direct impact is more diffuse and "team/organizational performance" is much harder to quantify. Either way players and employees are still humans deserving of our respect and care. Back to me - it became increasingly hard for me to lead as an empathic human through both the immediate change of layoffs and the inevitable culture of fear they created. I chose to depart when I did - not because of a specific foretelling of further reductions by my employer - but as a way to step aside for now from that likely eventuality. I will now return my posts to their regularly scheduled Human Intelligence inanity, but I deeply apologize for not having more meaningful value to offer to those who are looking for work in this challenging environment. In solidarity I didn't even ask AI to suggest improvements for me to make to this post - all slop is purely mine. Still. If talking would help you, please message me.
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Jeremy Lee liked thisJeremy Lee liked thisArkheron is playable for the first time across PS5, XBOX, and PC this weekend (9/25-27) in our Crossplay Beta test. If you haven't played before or in a while: - Arkheron is a Herocraft PVP game where your items give you abilities - If you combine all four items of a set, you can transform into an Eternal (our heroes) - There are two ways to play: Spires (3v3 Arenas) and Ascension (15 team Arena Royale) - Arkheron plays great regardless of input, so go with what's best for you, WASD or sticks While it doesn't look like a hero shooter (it’s isometric), Arkheron is rewards competitive players who play games like Overwatch, Apex, and Valorant. Movement and aiming are key. We've been iterating on Arkheron for 8 years, and we are so close to launch. I hope you check it out and share it with your gamer friends. Sign up for a key here: https://lnkd.in/gDr-f2Gc https://lnkd.in/ge43c8jY
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Chen Stopiky
Placer.ai • 1K followers
Last week, I joined a panel at Gamesforum SF, where attendees and speakers showcased the innovation, passion, and energy that continue to define our industry. Here are three of my key takeaways — I’d love to hear yours: 1️⃣ Direct-to-Consumer (D2C) is redefining trust. In my panel, “Revenue, Retention & Trust with Out-of-Game Experiences: Unlocking D2C,” I shared how SciPlay’s D2C strategy is reshaping how we connect with players—focusing on value, trust, and lasting engagement beyond gameplay. 2️⃣ AI is reshaping every part of gaming. AI is expanding the boundaries of creativity and innovation. From player acquisition to design and production, it’s transforming how we imagine, build, and deliver experiences. We’re only beginning to uncover its potential—and it’s an incredible time to explore what’s next. 3️⃣ The industry never stands still. Change is the only constant in gaming. Insightful sessions from leaders like Corey Rosemond and Dobrinka Kostadinova highlighted how rapidly mobile and player behaviors are evolving—and why curiosity, adaptability, and forward thinking remain our greatest strengths.
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Richard Dansky
7K followers
There is very little that screams "bad writing" (or possibly "bad management notes") louder than a character doing something dumb and completely out of character because if they don't, the plot doesn't happen. Any plot that falls apart without getting goosed by a character doing something that is both stupid and something that character demonstrably would never do is a bad and weak plot. The brilliant and meticulous scientist who suddenly goes "enh" and leaves the experiment untended and bubbling overnight? The serious and hyper-competent professional soldier who leaves a gate open because "nothing's going to happen?" These are all cases where the writer has gotten themself into a hole (or been pushed into one) and the only ladder out is made out of broken character motivations. It's obvious, and it's annoying, and it's a real good way to break immersion for anyone who's been paying attention. However, I didn't just say "stupid". I said "stupid /and/ out of character", and there's a massive difference. There are actually plenty of good reasons for even smart characters to do stupid things, and they can work wonders if they're applied and presented properly. Let's start with the obvious: People don't always make good decisions under pressure. This is as true for made up people as it is for real human beings. If someone is stressed, if someone is rushed, if someone is in danger, or if someone is operating from incomplete information? You can damn well bet they're not going to always make the same call they would from a bunker a mile away with hours to discuss and research their next move. Things happen in the heat of the moment. Characters panic and react instinctively for the sake of self-preservation. This can lead to bad results, even from the best of intentions. Why? Because very, very few people are processing at their best when there's a giant ravening monster bearing down on them at forty miles an hour. There's also the possibility that the character is doing the dumb thing for reasons that are in character. The audience may know something's a bad idea, but the character might have less information than they do. They might be clinging to an idea that's not true, or they might the dumb idea is actually the right one. They might be forced into the dumb thing - pull the trigger or your loved ones get it. They might be self destructive. The list goes on and on, and any of these can save a story from "because the plot said so" /if they are set up ahead of time/. If we've been shown multiple times that a character is looking to martyr themself, then it makes sense when they do so unnecessarily. If we've been shown that a character is weak, then it's believable when that weak character takes the easy way out, even if the real cost is higher. So yes, the stupid move can be the right move for the story, but only if it flows from what the story has already told the audience. By itself, it's odd and improper. In context, it can do wonders.
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Amir Satvat
1Up Ventures • 158K followers
We Need To Be Careful With Layoff Numbers Right Now A widely shared GDC survey stat today, echoed by major press as a larger scale finding, suggested that one third of those surveyed, working in games in the United States, were laid off over the past two years. You all know I, of all people on planet earth, would never downplay the human cost behind games layoffs. Every job lost is a person, a family, and a life disrupted. But there is a very large gap between that figure and what I am seeing in the most comprehensive tracked datasets available, and I think that deserves a closer look. Based on the layoff tracking I maintain by region, North America saw 11,723 games layoffs two years ago and 5,638 last year. That is 17,361 total layoffs across two years. Now we have to pair that with workforce size. The most rigorous attempt I have seen to measure the games workforce comes from Game Industry Coffee Chat, which estimates a median North America games workforce of about 230,000 people: https://lnkd.in/eb_kK9BV Even if we assume every one of those 17,361 layoffs impacted a completely different person, which is unlikely since some individuals were laid off more than once, that equals roughly 8 percent of the workforce over two years. That is still deeply serious. But it is very different from one third. For one third of the workforce to have been laid off in the United States over the past two years, we would be talking about roughly 66,000 people, not 17,361. That is a difference of nearly 49,000 roles. And even if we narrow from North America to the United States only, where GICC estimates about 200,000 games workers, the percentage still lands in the same range, about 8 percent, nowhere near a third. So how do numbers get that far apart? Survey data around layoffs can skew high for many reasons. People who were directly impacted are far more likely to respond. Surveys often circulate most heavily in communities already affected. Definitions of “games industry” vary widely between respondents. Some surveys are global but get interpreted as U.S. only. Others may include contract endings, short term roles, or adjacent tech roles differently. Without tight sampling controls, surveys can end up reflecting who feels the pain most strongly rather than the full workforce picture. None of this makes the last two years any less painful. They have been among the hardest periods our industry has faced. But if we want to advocate effectively for workers, studios, and long term stability, our numbers have to be as rigorous as our empathy. Clear data helps us understand the true scale of the challenge and push for solutions that actually match reality. This is why I have always relied on direct measurement of all figures rather than anything polling or survey related, although those can also be used to calibrate if and when they align with hard data.
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