
а игор то\нет
геймдев без корпоративного глянца
01 / MEDIA GOAL
More than just reporting—explaining the work in game development

THREE PILLARS OF MEDIA
TO EXPLAINWhy studios shut down, why projects miss deadlines, and why businesses make controversial decisions.TO ANALYZE
To show the causes, participants, consequences, and alternative solutions—based on facts.TO TEACH
To help students and juniors understand the industry before landing their first job.
02 / THEME
Game development—as an industry, not a hobby.
WHAT WE DISCUSS
• Project and studio failures
• Economics, publishers, and monetization
• Management, deadlines, and team conflicts
• Russian and international case studies
HOW TO APPLY
• Facts + Context
• Critical Perspective
• Irony without Empty Hate
• Practical Takeaway for Beginners
03 / COMPETITORS
The market is already explaining game development—but in different ways.
03.1 / COMPETITIVE ANALYSIS
Every competitor has a strength. Our advantage must be in the combination.

WHAT WE ALREADY OFFER
News, financial insights, educational materials, critical essays, and professional resources.
WHAT WE ARE ADDING
Recurring breakdown: event → cause → consequences → a lesson for the novice specialist.
WHAT WE AVOID
Unsubstantiated accusations, empty negativity, and repackaging press releases without analysis.
04 / TARGET AUDIENCE
The content should evoke not only the feeling of «how terrible things are» but also the sense of «now I understand more.»
05 / DISSEMINATION CHANNEL
Telegram — the main home for media
Quick start, familiar reading format, and direct contact with the audience.
06 / UNIQUE SELLING PROPOSITION AND BUSINESS MODEL
«We don’t just talk about what went wrong in game development—we explain why it happened and how to avoid repeating others' mistakes.»
УТП
МОНЕТИЗАЦИЯ
Native integrations: • Development tools • Educational products • Conferences and services
END!



