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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 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.

    • Group icebreaker reveals Nitish’s temperament vs calm public image
    • Nikhil frames the episode as a curiosity-led deep dive into Indian gaming
    • The discussion sets up gaming as a major shift in youth attention and entertainment
  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.

    • What YPO is and what members get from it (learning trips, close networks)
    • Nikhil’s skepticism: pay fees, work for free, closed-door culture
    • Why trust exists: confidentiality norms, shared codes, and status signaling
  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.

    • Nazara background: founder story, early coding passion, long industry cycle
    • Listing benefits: visibility, credibility with global partners, ‘planting a flag’ for India gaming
    • Trade-offs: compliance, transparency expectations, quarterly-result pressure
    • Entrepreneur psychology: public markets remove VC preference structures and special rights
  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.

    • South Korea’s economic acceleration and social context (homogeneous, language, education)
    • Krafton’s early India interest driven by leadership visits and market potential
    • Initial India investments (e.g., Nodwin) and building local engagement
    • Sean’s personal path: gaming hobby → game designer → banking → Krafton leadership
  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.

    • Esports definition: competitive format, teams, tournaments, high stakes
    • FPS vs TPS and what shooter popularity looks like in India
    • PUBG PC (Krafton) vs PUBG Mobile (Tencent publishing rights)
    • India ban dynamics and how BGMI was created as an India-specific version
    • Tencent’s relationship with Krafton as an investor and ecosystem player
  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.

    • ‘Splinternet’ concept: national policies shaping apps, licensing, local partners
    • China’s advantage in shooters: execution culture, budgets, pipeline expertise
    • India’s historical model: services/live-ops for Western titles, fewer original hits
    • Notable India scale examples: Ludo King (downloads) vs monetization challenges
    • What must change: talent pipeline, cultural acceptance, and product-building capability
  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.

    • How to get hired: portfolios, prototypes, blog posts, visible problem-solving
    • Role specificity matters (PM vs engineering vs design), but proof-of-work is universal
    • Cultural stigma: gaming careers often not ‘approved’ by families in India
    • Gaming as a training ground: cross-disciplinary skills valued by big tech
    • Why Indian studios struggle: early ecosystem, limited ‘new game dev’ culture
  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.

    • Origin of ‘8Bit Thug’: clan roots and gamer identity continuity
    • Why streams work: like sports fandom + creator storytelling + live chat community
    • Earnings are skewed: top creators can reach ~$1M/year; most earn little
    • Pro esports player income range: top tier ~₹30–35L/year, limited seats
    • Advice: gaming needs a backup plan until stable traction/contract appears
  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.

    • Attention shift: younger cohorts spend more time gaming; social media rises later
    • Gaming engagement is ‘active’ vs passive media—strong commercial potential
    • Brand playbooks: in-game skins/integrations, influencer-led products, status signaling
    • G-commerce: selling through games and communities as a new distribution channel
    • Examples: Minecraft/Roblox as cultural hubs for kids, not just games
  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.

    • UGC explained: creators build games inside platforms (Roblox, Fortnite UEFN)
    • How to start: play many games → understand why they work → learn tools (Lua) → ship and iterate
    • Evidence of upside: top teen creators and Roblox hits generating massive revenue
    • AI in gaming: learn tools (ChatGPT/Claude) + fundamentals (LLMs, open source)
    • AI opportunities: conversational NPCs, art workflow automation, faster production cycles
  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.

    • Definitions: mid-core/hardcore require focus and deeper systems; casual simpler; hyper-casual ad-heavy
    • Retention differences: hyper-casual tends to retain for fewer days
    • Why hyper-casual is declining: reduced ad targeting due to Apple privacy/IDFA
    • Monetization choices: IAP dominates mid-core; ads more common in lighter games
    • India revenue skew: shooters + select casual titles (Ludo/cricket) drive major spend
  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.

    • Core drivers: squad voice chat + emergent stories + low repeatability per match
    • Variable rewards and ‘Skinner box’ dynamics explain compulsion loops
    • Status mechanics: being ‘best of 100’ or famous inside a game server
    • Different cultures prefer different desires (e.g., Japan favors RPGs)
    • Switching costs: in-game identity and social circles create stickiness
  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.

    • COVID spike led to overinvestment; the industry is normalizing
    • Not a collapse: long-term trajectory remains strong, especially mobile
    • Esports/creator income has softened, but healthier discipline is returning
    • Sustainable businesses outperform during downturns (spend discipline, long-term view)
    • India gamer counts debated: mobile dominates (95%+), paying cohort estimated ~80–100M
  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.

    • RMG demand is real; bans often increase irresponsible underground play
    • GST change: from taxing rake (operator revenue) to taxing deposits/entry amounts
    • Industry impact: sharp profitability shock; users partially insulated via promotions
    • Policy tension: consumer protection + tax revenue vs innovation and market distortion
    • Comparison points: Dream11 scale and how RMG affects total ‘gamer’ counts
  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.

    • Attention spans shrinking: games must deliver ‘next event’ faster (Animesh)
    • VR outlook: improving hardware may shift from ‘playing’ to ‘being in’ the game (Nitish)
    • AR outlook: more practical near-term than VR due to comfort (Sean)
    • Discord: community + feedback loops; Twitch/YouTube: influencer-led distribution
    • How games go viral: creator involvement early, refer-a-friend loops, built-in sharing
  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.

    • Execution mantra: ship fast, iterate, don’t spend 18–24 months before testing
    • Real metrics vs vanity: D1/D7 retention, drop-off analysis, engagement funnels
    • Publishing pathways: Nazara Publishing application process; Krafton incubator direction
    • Developer challenge: making games that are fun to play and also fun to watch
    • Conferences and access: IGDC as an industry hub; creators as an alternative entry point
  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.

    • Five skill tracks: art, engineering, product/production, game design, data analytics
    • Engineering stack: Unity/C# now, Unreal/C++ trend; front-end vs back-end distinction
    • Game design split: gameplay feel vs systems/meta/progression design
    • AI disruption: art (and some coding) tasks likely automated at lower/mid levels
    • Analytics: retention, funnel drop-offs, and data-driven iteration as core competency
  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.

    • Nazara commits ₹1 crore; Nikhil commits ₹1 crore toward emerging talent support
    • Mentorship/tours: Lila Games and Animesh offer structured guidance and access
    • Krafton discusses expanding incubator-style support for earlier-stage builders
    • Plan: open applications, shortlist ~20 based on agreed metrics, then deliver grants/time/credits
    • Goal: create clear pathways into gaming careers beyond just ‘pro player/streamer’

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