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Nikhil KamathNikhil Kamath

Ep# 17 | WTF is Gaming in India? | Career, Investment, Entrepreneurship

Data suggest that young folks under the age of 30 are spending a lot more time on social media and gaming and less time on TV and physical sports. In this episode, we have the CEO of Nazara Technologies,Krafton India, and Lila Games, leaders in the Indian gaming space. We also have Animesh Agarwal (8bit Thug), a protagonist of the Indian gaming Industry, turning gaming into a full-time career in India. Given that gaming for young kids, today is what cricket was for Indians back in the day, we explore how one can prepare to become a part of the gaming industry: By either becoming a gamer, understanding specific skills needed and channels of monetization or by developing and publishing games, knowing how hiring in the gaming industry works and so on. In both of these cases, what remains common is specific skills and knowledge Given that the industry is still in its nascent stages in India, we compare and contrast the climate of the gaming industry across geographies, break down what physiological aspects and latent human desires which make certain games tick. It could be chasing emotions, status, or making progress along with the opportunities that we are primed to capitalize on based on the current landscape of the gaming industry. If you're a passionate game developer, or someone who has something cool to offer in the gaming space, here's a chance to get the support you've been looking for: Apply here: https://airtable.com/appaTroW9uFyIHCfw/pagLfI98SReCMEj8u/form #NikhilKamath Co-founder of Zerodha, True Beacon and Gruhas Twitter: https://x.com/nikhilkamathcio/ LinkedIn: https://www.linkedin.com/in/nikhilkamathcio Instagram: https://www.instagram.com/nikhilkamathcio/ Facebook: https://www.facebook.com/nikhilkamathcio #AnimeshAgarwal l - CEO of 8bit Creatives Twitter: https://x.com/8bit_thug/ LinkedIn: https://www.linkedin.com/in/8bitthug Instagram:https://www.instagram.com/8bit_thug/ #SeanHyunilSohn - CEO of Krafton India Twitter: https://twitter.com/hisohn?lang=en LinkedIn: https://www.linkedin.com/in/sean-hyunil-sohn-1670216 #JosephKim - CEO of Lila Games Twitter : https://twitter.com/jokim1?lang=en/ LinkedIn: https://www.linkedin.com/in/jokim/ Instagram: https://www.instagram.com/jokim1/ #NitishMittersain - CEO of Nazara Technology Twitter: https://twitter.com/mittersain/ LinkedIn: https://www.linkedin.com/in/mittersain/ Instagram: https://www.instagram.com/nitishmittersain/ Timestamps : 00:00 Introduction 0:40 - Nitish Mittersain Introduction 2:09 - What is Young President's Organisation (YPO) 5:15 - Nitish Mittersain Introduction Continued 7:00 - What do we Really think about listing a company? Pros and Cons 13:50 - Sohn’s Introduction: Life in South Korea 15:40 - Parallels between South Korean and Indian Societies 20:50 - What is an Esports Tournament? 21:35 - How did Sohn become Krafton India CEO? 24:35 - Why did Pubg get banned in India? 26:25 - Is the world becoming more fragmented? 29:40 - Indian Gaming ecosystem - Challenges & Opportunity 38:14 - Who is Joseph Kim? How did he get into Gaming? 42:25 - Animesh Agarwal / 8-Bit Thug Introduction 49:04 - How much do gamers/streamers earn in India? 55:20 - How should a 21 year old build a career in gaming? 58:28 - Where is Youth Spending Most time? 01:04:33 - How to target gaming crowd? 01:18:30 - What are Mid core, Casual, Hyper-casual Games? 01:23:20 - Monetising Game through In App Purchase vs Pay to Play 01:30:10 - What kinds of games succeed in India? 01:38:40 - Is the gaming industry failing? 01:41:40 - What’s working for Real Money Gaming? 01:53:06 - Games which will be relevant in 5 years? 01:57:15 - Building Game on Virtual Reality vs Augmented Reality 02:06:25 - What kinds of games succeed in India? Continued 02:15:42 - What are 5 Skill needed to make a game? 02:25:50 - Why is Gaming Design difficult in India? 02:30:30 - How to use Data Analytics in Gaming 02:32:50 - Advice from Animesh to start gaming 02:37:15 - WTFund

Nikhil KamathhostNitish MittersainguestSean Hyunil SohnguestAnimesh AgarwalguestJoseph Kimguest
Apr 20, 20242h 42mWatch on YouTube ↗

At a glance

WHAT IT’S REALLY ABOUT

Inside India’s gaming boom: careers, monetization, regulation, and AI future

  1. Nikhil Kamath hosts Nazara founder/CEO Nitish Mittersain, Krafton India CEO Sean Hyunil Sohn, Lila Games founder Joseph Kim, and esports creator/entrepreneur Animesh “8Bit Thug” Agarwal to unpack what “gaming in India” really means in 2024.
  2. They cover the Indian market’s mobile-first reality, why shooters/BGMI dominate revenue, and why India has huge consumption but limited globally successful original game development (monetization, talent, and cultural perceptions).
  3. A major thread is career-building: streamer vs pro gamer economics, the long tail’s low earnings, and practical advice (build a portfolio/digital footprint, learn engines, retention metrics, iterate fast, and keep a backup plan).
  4. They also debate real-money gaming regulation and GST changes, then zoom out to future shifts driven by AI, UGC platforms like Roblox, and immersive interfaces (VR/AR), ending with a community pledge to fund/mentor promising young builders.

IDEAS WORTH REMEMBERING

5 ideas

Listing can be a strategic credibility and partnership lever, not just capital raising.

Mittersain argues Nazara’s IPO boosted brand visibility and trust with global partners (e.g., Krafton), while also simplifying VC-era preference-right complexities—though it increases quarterly-result pressure and disclosure expectations.

India’s gaming strength is demand/consumption; the main gap is original, globally competitive development and monetization.

India leads in downloads and has massive gamer counts, but speakers point to limited global hits beyond Ludo King (huge downloads, weak revenue), citing ecosystem maturity, monetization know-how, and services-heavy historical roots.

BGMI/Free Fire succeeded because they matched India’s moment: mobile + 4G + social squads + watchability.

They emphasize social voice chat, repeatable unpredictability (battle royale variability), and the importance that a game must be fun to play and fun to watch—critical for creator-driven distribution and esports viability.

Gaming careers are real—but extremely skewed; streaming is the scalable money engine.

Top Indian creators can make ~$1M/year largely via brand endorsements and content, while pro esports salaries are closer to ~₹30–35L/year for a small top cohort (~150). Most of the long tail earns little.

For aspiring gamers in India, the pragmatic path is ‘backup first’ until meaningful traction or a contract.

Animesh advises not treating gaming as the only pursuit initially; he suggests a pivot to full-time when you have stable team income (e.g., ~₹35k/month as a pro gamer), acknowledging timing/luck as a major factor.

WORDS WORTH SAVING

5 quotes

“By going public as India’s first gaming company, we could really plant a flag… Very good PR—if things are going well.”

Nitish Mittersain

“It was being called Splinternet… if China and Russia are on one side, I wanna be on the other side.”

Joseph Kim

“There are 13-year-old kids making games on Roblox… it’s not that complicated.”

Joseph Kim

“Downloads may mean nothing… If my D1 retention is 40% and D7 is 20%, my eyes will start lighting up.”

Nitish Mittersain

“Gaming cannot be the only thing that you are pursuing in India right now. You need to have a backup.”

Animesh Agarwal (8Bit Thug)

Pros/cons of listing a gaming company (Nazara IPO)India vs South Korea context; trust/credibility with global partnersEsports basics and India’s esports pipelinePUBG ban → BGMI localization and ecosystem buildingIndia’s mobile-first gaming and monetization challengesStreamers vs pro gamers: income sources and distributionTalent, culture, and the weak game-design pipeline in IndiaUGC platforms (Roblox/UEFN) and creator wealth creationAI in game development: tools, workflows, and new game typesHyper-casual decline, hybrid-casual rise, Apple privacy/IDFAReal money gaming (RMG) regulation and 28% GST on depositsHow to build/market games: retention metrics, influencers, viralityFuture tech: VR vs AR debate; social + watchabilitySkill stack to build games: art, engineering, PM/production, design, analyticsIncubation/publishing programs and community funding commitments

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