Eden Chen

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Eden Chen

Eden Chen

@edenchen

I play, invest, and build tools for game studios @firstlookgg @pragmaplatform ❤️:👟🍦🏀🎧📖🎮 Jesus "Our hearts are restless until they rest in you" -Augustine

LOS ANGELES Katılım Şubat 2009
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Eden Chen
Eden Chen@edenchen·
Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!
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Geoff Keighley
Geoff Keighley@geoffkeighley·
So incredibly disappointed and heartbroken that the #Oscars and AMPAS chose not to include my father, David Keighley, and his immeasurable contributions to IMAX and cinema in the In Memoriam segment in the broadcast. I will never forget.
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Eden Chen
Eden Chen@edenchen·
Tomorrow we’re kicking off the inaugural Games Growth Guild event at GDC! We’ve got an amazing lineup of panels and speakers including: How Publishers Think About Discovery with @simoncarless and Jeff Legaspi Multi-Game Marketing with Thomas Ko, Eric Wood, moderated by Ernie Le A huge thank you to our partners helping make this event possible: PUBLSH, IndieBI, MKRO and @firstlookgg Reminder, attendance by RSVP and first come first serve: 📍Twitch Office - 350 Bush St, 2nd Floor Multi-Purpose Room 🕜Check-in starts 1:30 PM (Twitch front desk, 1st floor) ☕Grab a coffee, settle in, and we’ll kick things off at 2:00 PM It'll be a great afternoon of sharing insights and officially kicking off the Games Growth Guild community IRL! If you want to join Games Growth Guild, link to apply in comments!
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Eden Chen
Eden Chen@edenchen·
@jaminball haha well i guess i'm talking about the hyperscalers (and maybe you could argue there's a new crop of them in this wave coreweave, nebius, etc.) But yea i guess the point is that even underneath that sit the gpu's! and that's why NVDA is the most valuable company in the world.
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Jamin Ball
Jamin Ball@jaminball·
@edenchen the Nvidia cash register will certainly continue to ring for a long time :)
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Eden Chen
Eden Chen@edenchen·
93% of studios say pre-launch metrics fail to predict success. We surveyed 250+ senior game leaders across AA and AAA studios, and nearly all of them admitted the same thing: The numbers they track before launch rarely predict what actually happens after. And yet: 🔸 76% have had a game that looked like a hit… and underperformed. 🔸 83% have had a game that looked weak… and became a success. 🔸 Only 11% actually trust wishlists as a standalone metric. 🔸 In surprise hits, Discord growth is the no.1 unseen success factor (48%). We unpack all of it in our new Signals of Success report. Huge thanks to @GamesBeat for the coverage! 👉 Check out the links in comments
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Jordi Hays
Jordi Hays@jordihays·
The largest workforce reduction as a share of total employees in S&P 500 history btw
jack@jack

we're making @blocks smaller today. here's my note to the company. #### today we're making one of the hardest decisions in the history of our company: we're reducing our organization by nearly half, from over 10,000 people to just under 6,000. that means over 4,000 of you are being asked to leave or entering into consultation. i'll be straight about what's happening, why, and what it means for everyone. first off, if you're one of the people affected, you'll receive your salary for 20 weeks + 1 week per year of tenure, equity vested through the end of may, 6 months of health care, your corporate devices, and $5,000 to put toward whatever you need to help you in this transition (if you’re outside the U.S. you’ll receive similar support but exact details are going to vary based on local requirements). i want you to know that before anything else. everyone will be notified today, whether you're being asked to leave, entering consultation, or asked to stay. we're not making this decision because we're in trouble. our business is strong. gross profit continues to grow, we continue to serve more and more customers, and profitability is improving. but something has changed. we're already seeing that the intelligence tools we’re creating and using, paired with smaller and flatter teams, are enabling a new way of working which fundamentally changes what it means to build and run a company. and that's accelerating rapidly. i had two options: cut gradually over months or years as this shift plays out, or be honest about where we are and act on it now. i chose the latter. repeated rounds of cuts are destructive to morale, to focus, and to the trust that customers and shareholders place in our ability to lead. i'd rather take a hard, clear action now and build from a position we believe in than manage a slow reduction of people toward the same outcome. a smaller company also gives us the space to grow our business the right way, on our own terms, instead of constantly reacting to market pressures. a decision at this scale carries risk. but so does standing still. we've done a full review to determine the roles and people we require to reliably grow the business from here, and we've pressure-tested those decisions from multiple angles. i accept that we may have gotten some of them wrong, and we've built in flexibility to account for that, and do the right thing for our customers. we're not going to just disappear people from slack and email and pretend they were never here. communication channels will stay open through thursday evening (pacific) so everyone can say goodbye properly, and share whatever you wish. i'll also be hosting a live video session to thank everyone at 3:35pm pacific. i know doing it this way might feel awkward. i'd rather it feel awkward and human than efficient and cold. to those of you leaving…i’m grateful for you, and i’m sorry to put you through this. you built what this company is today. that's a fact that i'll honor forever. this decision is not a reflection of what you contributed. you will be a great contributor to any organization going forward. to those staying…i made this decision, and i'll own it. what i'm asking of you is to build with me. we're going to build this company with intelligence at the core of everything we do. how we work, how we create, how we serve our customers. our customers will feel this shift too, and we're going to help them navigate it: towards a future where they can build their own features directly, composed of our capabilities and served through our interfaces. that's what i'm focused on now. expect a note from me tomorrow. jack

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Eden Chen
Eden Chen@edenchen·
50k to 750k Steam wishlists in <30 days. 1M+ demo players. 98% Overwhelmingly Positive. 200M+ TikTok views. @deadasdiscogame is what modern publishing looks like. On the pod with Jee+ Adam Gershowitz breaking down golden cohorts, referral loops (10–25% growth), Discord bots & why TikTok > Twitch. Link in comments! 👇
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Cohh Carnage
Cohh Carnage@CohhCarnage·
Companies like this may be able to save a loooooot of money in the right situations. Connecting devs directly with their players in a constructive way sounds like a pretty huge win. Go get em', Eden!
Eden Chen@edenchen

Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!

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Eden Chen
Eden Chen@edenchen·
Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!
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Mike Morhaime
Mike Morhaime@mikemorhaime·
@edenchen Congrats Eden on the launch! Amazing to see what you are building.
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Brendan Mulligan
Brendan Mulligan@BrainEngineer·
@edenchen We love firstlook at Liminal! Congrats on the public launch!
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John Smedley
John Smedley@j_smedley·
@edenchen First Look is amazing! We use it for Reaper Actual and it couldn't be more awesome. I'm extra happy it's now a part of Pragma too.
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FATAL1TY
FATAL1TY@FATAL1TY·
Best of luck to you Eden. Always cheering for you. 💪🏻 I love your messaging as it resonates with my passion for the gaming community as well. 🚀
Eden Chen@edenchen

Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!

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Jon Lai
Jon Lai@Tocelot·
@edenchen Firstlook is great! Congrats on the launch and excited for you guys to tackle this huge pain point for the industry 🙌
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Eytan Elbaz
Eytan Elbaz@eytanelbaz·
@edenchen Sounds like you put serious thought into this launch, Eden. Hope to see game studios turn to FirstLook to manage player CRM.
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