Building a Global Game Studio with Former Blizzard Exec Tim Morten @ Frost Giant

mins read
Feb 25, 2026
Joshua

Tim Morten led production on StarCraft II at Blizzard before founding Frost Giant Studios. In this conversation, he breaks down the economic forces reshaping game development: from the oversaturation crisis (20,000+ games per year) to the post-pandemic VC correction that's forcing studios to do more with less.

Tim has lived both sides. He shipped one of gaming's most successful RTSs with Blizzard's unlimited resources, then bootstrapped an indie studio through the most challenging market conditions in decades. The contrast reveals what's really happening in the industry.

Here are some of our biggest takeaways:

  • The oversaturation math: Why 80%-rated games now fail to recoup
  • How VC funding shifted from "games are too hits-driven" to seed/growth only
  • Building across 5 countries: Poland, Egypt, Australia, China, South Africa
  • What AAA support systems actually cost (cinematics, QA, Battle.net, analytics)
  • The "Frank Pearce boss battle" and why honesty beats pandering
  • Budget compression: From double-A to 1/10th the spend
  • Why RTS is positioned for a resurgence (like space sims)
  • The contrarian take: Sometimes you need to pivot, not persevere

Topics
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Building a Global Game Studio with Former Blizzard Exec Tim Morten @ Frost Giant

Feb 25, 2026
Joshua

Tim Morten led production on StarCraft II at Blizzard before founding Frost Giant Studios. In this conversation, he breaks down the economic forces reshaping game development: from the oversaturation crisis (20,000+ games per year) to the post-pandemic VC correction that's forcing studios to do more with less.

Tim has lived both sides. He shipped one of gaming's most successful RTSs with Blizzard's unlimited resources, then bootstrapped an indie studio through the most challenging market conditions in decades. The contrast reveals what's really happening in the industry.

Here are some of our biggest takeaways:

  • The oversaturation math: Why 80%-rated games now fail to recoup
  • How VC funding shifted from "games are too hits-driven" to seed/growth only
  • Building across 5 countries: Poland, Egypt, Australia, China, South Africa
  • What AAA support systems actually cost (cinematics, QA, Battle.net, analytics)
  • The "Frank Pearce boss battle" and why honesty beats pandering
  • Budget compression: From double-A to 1/10th the spend
  • Why RTS is positioned for a resurgence (like space sims)
  • The contrarian take: Sometimes you need to pivot, not persevere

Topics

No items found.
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