Funded games still die. It's almost always production, not talent.

I get studios pitch-ready and publisher-ready. Six years on the publisher side of games, including NBA 2K on Apple Arcade, spent on the side doing the looking.

Studios, publishers and platforms I HAVE WORKED WITH
Cat Daddy Games
2K
Big Fish Games
Abysmal Games
Apple Arcade
App Store Connect
Google Play Console
Steam
Why studios don't land the deal
01
Building in a vacuum

Waiting too long to get real market and platform feedback on the build.

02
The leaky bucket

Hiring more people to fix what is actually a broken pipeline.

03
No kill switch

The six-month game quietly becomes eighteen, and nobody calls it.

These are the failures I've watched kill funded, talented teams. All three are production problems. All three are fixable.

THE EXPERIENCE BEHIND THE ADVICE

NBA 2K Arcade Edition key art
2K · Apple Arcade
NBA 2K Arcade Edition
Owned the Apple platform relationship end to end.
NBA 2K Mobile art
2K · Mobile
NBA 2K Mobile
LiveOps cadence and creative production
WWE SuperCard art
2K · Live service
WWE SuperCard
LiveOps cadence and creative production
Abyss of Neptune art
Abyssmal Games
Abyss of Neptune
First title out of the door with a small team.
Award winner · See recognition
Certified in
Advanced Certified Scrum Master
Scrum Alliance
Advanced Certified Scrum Master
Google AI Professional
Google
Google AI Professional
Asana
Asana
Workflow Specialist
Asana
Asana
Asana Ambassador
University of Utah
University of Utah
M.E.A.E, Entertainment Arts & Engineering

How I help

01 / Publisher-Readiness Review
Publisher-
Readiness
Review
1–2 weeks

Your pitch, build, and roadmap seen through a publisher's eyes. You get a scored readiness assessment, a prioritized fix list, and a rebuilt pitch narrative. The fastest way to find out what's standing between you and the deal. The front door.

Book the review
02 / Production Setup Sprint
Production
Setup
Sprint
2–4 weeks

Stand up the machinery a publisher expects to see: roadmap, milestone plan, workflows, and team intake. You end with a system your team actually runs, not a slide about one.

Scope a sprint
03 / Fractional Producer
Fractional
Producer
Ongoing

An embedded producer without the full-time hire. Milestone tracking, publisher and platform communication, LiveOps cadence, and external-dev coordination — the discipline that keeps a funded build on track.

Talk about a retainer

Terms scale to studio size. Most engagements start with a Review, and we size the rest from there.

Book a free intro call

The work got noticed

Winner
Artistic
Achievement
Utah Game Developers
Choice Awards
for Abyss of Neptune
The Abyss of Neptune team on award night
GDC Best in Play 2021
Nominated · 2021
Best in Play
Selected to present at GDC.
25
Featured · 2025
Steam Horror Fest
Storefront feature, four years post-launch.
Abyssmal Games
Role
Producer, 0→1
Abyss of Neptune, shipped on Steam.

testimonials

Karan Ganesh

Who you'd be working with

I spent six years on the publisher side of games: co-development, external partners, creative production, and platform releases including NBA 2K25 and 2K26 Arcade Edition on Apple Arcade, where I owned the platform relationship. I know what publishers and platforms look for because I was the one doing the looking.

Now I help studios, especially teams outside the Western hub who have the talent but not the publisher-side fluency, show up the way publishers need them to and build the production discipline to deliver on it.

Based in Chennai. One working day covers a London morning and a Singapore afternoon.

Tell me about the project

If you're wondering where to start, or if you're stuck, let's talk!
The first call is on me!

Type of service
Field notes · production, on camera

The failure files

I publish how funded studios actually ship: the production discipline, the platform bar, and the failures that quietly kill good games.

The spine of the channel
01
Building in a vacuum

Why founders wait too long to show the game.

02
The leaky bucket

A process problem wearing a people problem's clothes.

03
No kill switch

How a six-month game becomes an eighteen-month money pit.

YouTubeChannel launching soon
Long-form breakdowns
of real production

One video per failure, taken apart with the milestone plans, review notes, and platform requirements that decide the outcome.

Get the deep-dives

The occasional long-form breakdown on production and publishing. No spam.

This is the kind of thing I help studios fix.

See how I work