Greg Miller
👤 PersonAppearances Over Time
Podcast Appearances
Here you can learn about the studio philosophy as well as see featurettes from members of the team. Since joining Krafton, Tango Gameworks embarks on a new chapter developing titles that resonate with players around the world. We remain dedicated to the creation and growth of distinctive and new IPs, taking on challenges to be a unique voice in the games industry." Blessing, you loved Hi-Fi Rush.
Here you can learn about the studio philosophy as well as see featurettes from members of the team. Since joining Krafton, Tango Gameworks embarks on a new chapter developing titles that resonate with players around the world. We remain dedicated to the creation and growth of distinctive and new IPs, taking on challenges to be a unique voice in the games industry." Blessing, you loved Hi-Fi Rush.
I did love Hi-Fi Rush.
I did love Hi-Fi Rush.
Remember in their quote, quote, an independent development studio based in Tokyo, Japan. So this, we can already get ahead of it. Whatever they make will be up for independent game of the year. That can be indie game of the year because they said they're an independent development studio, even though they're owned by Krafton, whose revenue in 2024 was $1.9 billion.
Remember in their quote, quote, an independent development studio based in Tokyo, Japan. So this, we can already get ahead of it. Whatever they make will be up for independent game of the year. That can be indie game of the year because they said they're an independent development studio, even though they're owned by Krafton, whose revenue in 2024 was $1.9 billion.
So, yeah, there's the part of me that's like, all right.
So, yeah, there's the part of me that's like, all right.
Yeah, oh yeah, Bungie's super independent right now.
Yeah, oh yeah, Bungie's super independent right now.
Yeah, how many of these actually get out? How many of these IPs? And, you know, we wish them the best, and I'm not even throwing shade at crafting. There's many other video game publishers who are way worse about everything. It's just like... This is the normal conversation of the dollars and the cents and the stockholders and this and that.
Yeah, how many of these actually get out? How many of these IPs? And, you know, we wish them the best, and I'm not even throwing shade at crafting. There's many other video game publishers who are way worse about everything. It's just like... This is the normal conversation of the dollars and the cents and the stockholders and this and that.
You're going to have to be making games that make them money because that's why they bought you. And so what we actually get into, and we're creating new games and expanding intellectual properties, like how much... What is the level of success, as always, that your publisher is looking for to say, you did great, keep making those kind of games?
You're going to have to be making games that make them money because that's why they bought you. And so what we actually get into, and we're creating new games and expanding intellectual properties, like how much... What is the level of success, as always, that your publisher is looking for to say, you did great, keep making those kind of games?
Where it was like, this is, yeah, it was, but exactly. They then kill the studio and they don't kill the studio. Start striking. This isn't still around.
Where it was like, this is, yeah, it was, but exactly. They then kill the studio and they don't kill the studio. Start striking. This isn't still around.
Leadership's all gone or Glenn left. And then they made the roguelike with a completely different art style. It's like, again, we're to the point where, We've lost the plot that video games are hard to make. Every time you make a video game, you should be getting better at making a video game. Your team coalesces. They learn more. They understand the processes.
Leadership's all gone or Glenn left. And then they made the roguelike with a completely different art style. It's like, again, we're to the point where, We've lost the plot that video games are hard to make. Every time you make a video game, you should be getting better at making a video game. Your team coalesces. They learn more. They understand the processes.
So to let them do that and then be like, they're not getting a Callisto Protocol 2. In the PS2, the PS1 days, even PS3, you usually see people come out with a 7 out of 10, a cult classic, whatever, and then get to iterate on it and hopefully make it better and make it more mainstream. Those days are done, and we keep having this same fucking reoccurring problem of, all right, cool, that's done.
So to let them do that and then be like, they're not getting a Callisto Protocol 2. In the PS2, the PS1 days, even PS3, you usually see people come out with a 7 out of 10, a cult classic, whatever, and then get to iterate on it and hopefully make it better and make it more mainstream. Those days are done, and we keep having this same fucking reoccurring problem of, all right, cool, that's done.