Recorded live on-site at GDC, hosts Peggy Anne Salz and Craig Chapple sit down with Robert Burnett, Head of New Content at Skillz, and Jon Radoff, CPO of Beamable, to unpack what just changed for developers building competitive mobile games.
With the acquisition of Beamable, Skillz is pushing into a bigger role: giving developers more control over progression, LiveOps and monetisation inside the game, while still handling the infrastructure that is hardest to build well.
As Jon puts it, the goal is to build “a business operating system for a game studio” so developers can focus on gameplay instead of racking up debt. “If you’re spending any of your effort building the tech instead of the fun, you’re accumulating debt that doesn’t do you any good.”
Skillz also unveiled the Pro SDK at GDC, opening up more control inside Unity for developers who want to build competitive games with richer progression, more flexible monetisation and a stronger live-service layer.
In this episode, Peggy and Craig get into:
Puzzle Blockz, the first live proof point for the combined platform
What this shift means for smaller teams that want to move faster without building every part of the stack themselves
How advertising, IAP and competition can start to work together instead of sitting in separate silos
If you are serious about building competitive mobile games that can keep players and grow revenue, start here.
Chapters
00:00 New Ways for Developers to Monetize
01:34 The Acquisition of Beamable by Skillz
01:59 Solving Pain Points with the Pro SDK
04:46 A Business Operating System for Game Studios
06:27 The Role of AI in Rapid Prototyping
10:14 Economies of Scale in Game Development
11:51 From Vibe Coding to Agentic Systems
16:01 Case Study: The Puzzle Blocks Proof of Concept
22:50 Iterating Based on Real-Time Player Feedback
34:31 The Future Roadmap: Intelligence and Automation
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