Skip to content
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 21, 20242h 42mWatch on YouTube ↗

CHAPTERS

  1. Icebreaker, personalities, and why gaming is the theme

    Nikhil kicks off with the show’s usual “controversial thing about me” prompt and quickly sets the context: he’s trying to understand gaming as the next big youth attention sink. Nitish hints at how his personality and long-term mindset shaped Nazara’s journey.

  2. YPO explained: networking, trust, and the ‘rich people hangout’ critique

    Nitish explains Young Presidents’ Organization (YPO) as a learning and networking group, while Nikhil challenges why people pay to join and then volunteer. They unpack why YPO members trust each other and what the ‘brotherhood’ actually means in practice.

  3. Nazara’s origin story and the decision to list: credibility vs quarterly pressure

    Nitish introduces Nazara Technologies as India’s first listed gaming company and defends the IPO decision. The group debates the real incentives for going public—PR, brand trust, partner credibility, and simplifying investor rights—alongside the downsides of public-market scrutiny.

  4. Sean Sohn’s journey: South Korea’s growth story and how he landed in India

    Sean shares his upbringing in South Korea and how the country rapidly developed over decades. He explains how Krafton started taking India seriously through early visits, investments, and a deliberate effort to build a local footprint.

  5. Esports 101 and why PUBG got banned: PUBG Mobile vs BGMI, Tencent’s role

    Animesh breaks down esports as structured competitive gaming with teams, rosters, and prize pools, while the group clarifies shooter subgenres (FPS/TPS). They explain the PUBG Mobile ban context and how Krafton rebuilt for India via BGMI, distinct from Tencent’s mobile version rights.

  6. The ‘Splinternet’ and China’s dominance: why India struggles to build world-class games

    Joseph frames a potential future where internet ecosystems fragment by geopolitics, affecting IP ownership and hosting. He argues China dominates mobile shooters due to deep expertise, intensity, and scale, while India’s ecosystem historically skewed toward services/live-ops rather than original game creation.

  7. Careers in gaming: standing out, digital footprint, and the talent/culture gap

    The panel shifts from industry analysis to actionable career advice. Joseph emphasizes showing work beyond resumes—projects, blogs, prototypes—while also highlighting why India loses talent (abroad and to ‘safer’ tech firms) and why gaming isn’t yet seen as prestigious by many parents.

  8. Animesh / 8Bit Thug: from CA/CFA track to esports & creator economy

    Animesh explains his name origin and his path from finance qualifications to full-time gaming. He breaks down why people watch streams (storytelling, competition, community), and offers a realistic view of how careers in streaming/esports work in India.

  9. Where youth attention is going: gaming as the new ‘cricket,’ and how brands sell to gamers

    Nitish argues gaming increasingly replaces cricket as the center of youth identity, especially among younger kids. The group discusses selling to gamers via in-game integrations, creator-led brands (MrBeast/Feastables), and emerging ‘G-commerce’ opportunities.

  10. UGC platforms + AI: Roblox/UEFN as a ‘million-dollar’ entry point and the new dev era

    Joseph and Nitish highlight user-generated content platforms (Roblox, UEFN) where young creators can build and monetize experiences. They connect this to AI accelerating development—shifting from huge-budget “long vector” projects to smaller teams shipping faster, potentially creating outsized winners.

  11. Game types and monetization: mid-core vs casual vs hyper-casual, ads vs IAP, and why hyper-casual is fading

    They define genre buckets and how complexity ties to retention and business models. Hyper-casual’s ad-heavy model weakens due to Apple privacy changes (IDFA), pushing the market toward hybrid-casual and stronger in-app purchase mechanics, especially for mid-core shooters in India.

  12. Why battle royale wins: social squads, variability, and ‘status’ psychology

    The panel unpacks why BGMI/battle royale games succeed: they’re social, unpredictable, and deliver emotional highs. Joseph links game success to latent human desires—progress, status, fame within a server—and explains the ‘variable reward’ loop that keeps players engaged.

  13. Post-COVID ‘crash’ debate: layoffs, market correction, and what’s actually working

    Nikhil asks whether gaming is failing due to layoffs and pulled projects. The group argues it’s a cyclical correction after COVID over-hiring and overinvestment; in India, the reset filtered out players chasing quick money and rewarded sustainable operators.

  14. Real Money Gaming (RMG) in India: user demand, regulation trade-offs, and GST shock

    They tackle the controversial RMG segment, especially the GST change to 28% on deposits. Nitish argues demand won’t disappear—bans push users underground—so a balanced regulated framework is preferable, while others note the abrupt tax shift hit companies hard.

  15. The next 5 years: VR vs AR, faster pacing, and community-driven discovery

    Panelists predict what endures: faster-paced experiences, social-first design, and new interfaces. Nitish bets VR will finally mature with Apple/Meta/Sony pushing; Sean is more optimistic on AR due to comfort and accessibility; they discuss Discord/Twitch/YouTube as community and discovery rails.

  16. Building games in India: ship fast, focus on retention metrics, and how to pitch publishers

    Nitish stresses execution: ship MVPs quickly, use data to iterate, and avoid vanity metrics like downloads. They outline what serious stakeholders look for (D1/D7 retention) and point to structured ways for developers to approach Nazara and Krafton for publishing/incubation.

  17. Core skills for gaming careers: art, engineering, product, design, analytics—and why design is hardest in India

    They enumerate the major disciplines behind game creation and discuss pay ranges and learning routes. Joseph argues design is the weakest local discipline due to limited exposure and apprenticeship culture, while analytics and engineering are increasingly valuable; AI may disrupt lower-level art work fastest.

  18. Closing: building a pipeline for young talent—WTFund grants, mentorship, and internships

    The episode ends with a concrete community initiative: funding, mentorship, and support for ~20 high-potential young people in gaming. Nitish and Nikhil commit capital, while Krafton, Animesh, and Joseph commit time, mentoring, and program integration to help entrants break in.

Get more out of YouTube videos.

High quality summaries for YouTube videos. Accurate transcripts to search & find moments. Powered by ChatGPT & Claude AI.

Add to Chrome