About us & our thesis

The next great game
could come from
anyone.

We’re Gameloom. We help a wider generation of game makers turn ideas into games worth playing, with the knowledge of an entire industry behind them.

Meet the people behind it

We’ve been on
both sides of a launch.

Gameloom brings together people from game studios, engines, publishing, entertainment and technology. We are building the intelligence and tools we wanted when the next decision was ours to make.

[1]
Antony Douglas, CEO & Co-Founder — Gameloom team portrait

Antony Douglas

CEO & Co-Founder

Unity · Sky TV · Square Enix
Tony Pearce, COO & Co-Founder — Gameloom team portrait

Tony Pearce

COO & Co-Founder

PlayerX · Reality+ · Sony
Jawad Ashraf, CTO & Co-Founder — Gameloom team portrait

Jawad Ashraf

CTO & Co-Founder

Vanar · Virtua · AI/ML
Terry Leary, CFO — Gameloom team portrait

Terry Leary

CFO

Universal Music · Reality+
Gary Bracey, Chairman — Gameloom team portrait

Gary Bracey

Chairman

BAFTA · TIGA · Atari
Chris Meredith, Advisor — Gameloom team portrait

Chris Meredith

Advisor

Warner Bros. · EA · Sony
Chris Pope, Advisor — Gameloom team portrait

Chris Pope

Advisor

Unity
Robby Yung, Advisor — Gameloom team portrait

Robby Yung

Advisor

Animoca Brands

Original portraits and company-listed roles and backgrounds from Gameloom.ai. Checked 9 September 2026. [1]

“We’ve seen games succeed. We’ve seen them fail. That’s why we built Gameloom.”
Antony Douglas · CEO & Co-Founder [1]

Our mission

Help studios avoid wasted years, failed pivots and preventable mistakes through earlier validation.

Our vision

Accessible intelligence throughout development, from the first concept to growth after launch. [1]

Mosslight concept: an explorer works on simple blockout shapes in a coastal workshop; an intricate island world opens beyond the workbench.
Original editorial illustration · Mosslight is a fictional game

From an idea
to a world
worth playing.

We want more people to make the games only they can imagine—with the knowledge of an entire industry behind them.

A growing market.
A crowded field.

Demand and competition are growing together. Every team arrives at the same question: will enough players care?

The release queue
keeps growing.

Games released on Steam [25]

11,2162021
12,2422022
14,0242023
18,4682024
21,3112025

+90%more releases in 2025 than 2021
Calculated from SteamDB’s catalogue snapshot

Scope & method
SteamDB catalogue counts, checked 9 September 2026. Counts can revise. This is a different population from VG Insights’ frozen 2023 revenue cohort.

The audience is
still spending.

Estimated global games revenue · 2025 [26]

$201.6bn+9.1% year on year
Mobile$113.3bn
Console$44.7bn
PC$43.6bn
Scope & method
Newzoo’s revised June 2026 market estimates for 2025, not audited global totals. Mobile includes distribution beyond the narrower app-store datasets elsewhere on this page.
Steam · 2023 release cohort13,971 games.
A very narrow summit.
5%

exceeded $100,000 in estimated
full-game gross revenue. [2]

Each square is 1% of 2023 releases, measured at year end. Late releases had less selling time. Estimated full-game gross includes Steam’s share and excludes DLC and in-game purchases. This is not profit or a failure rate.

Where players spend.

Share going to the top 20 games in 2025

PC44%
PlayStation62%
Xbox65%

Newzoo · Western markets. Top-20 shares calculated as 100% minus the published share outside the top 20. This measures spending, not profit. [3]

On PC, games outside the top 20 grew from 48% to 56% of revenue between 2022 and 2025. [3]

Mobile’s
concentration curve.

Top 10 titles’ share of mobile 4X revenue [4]

47%2023
64%2025

More of the genre’s revenue flows to its largest games.

Scope & method
AppMagic store IAP estimates; App Store and Google Play, China iOS only. Webshops and other distribution excluded. This genre share does not measure all-mobile success.

Scopely’s MONOPOLY GO! passed $5 billion in gross bookings in 24 months, with a team that had grown to 500+. Enormous value, with substantial operations behind it. [7]

Supercell’s Squad Busters grossed more than $100 million in its first seven months of 2024. In October 2025, Supercell announced the end of active development. Revenue alone does not prove a durable game. [5][6]

What these numbers measure

These figures measure revenue thresholds or spending shares, not studio profit. There is no comparable public profit census across platforms. Costs and time on market differ; a business that sustains one creator may not sustain a large team.

Many paths to a breakout.

Different genres. Different teams. These selected successes show possibility, not typical returns.

Stardew Valley — official Steam store artworkView the game
Farming & life RPG

Stardew Valley

41M+ copies · December 2024 [8]

ConcernedApe’s original solo project became a lasting world, with later support.

Our readingA clear player fantasy can sustain years of return visits.

Balatro — official Steam store artworkView the game
Poker-inspired roguelike

Balatro

5M+ copies · January 2025 [9]

LocalThunk’s deckbuilder pairs a compact idea with Playstack’s publishing support.

Our readingDepth needn’t require a vast world.

Valheim — official Steam store artworkView the game
Co-op survival & crafting

Valheim

5M copies · March 2021 [10]

Five core developers, with publisher support, at the reported milestone.

Our readingShared player stories create variety beyond authored content.

Clair Obscur: Expedition 33 — official Steam store artworkView the game
Turn-based RPG with real-time actions

Clair Obscur: Expedition 33

8M copies · April 2026 [11]

Sandfall’s focused studio worked with a publisher and external production partners.

Our readingA distinct identity can make a familiar genre feel new.

Selected, dated milestones reported by developers or publishers. Official artwork belongs to each game’s rights holders. No endorsement implied.

The industry
is resetting.

Private financing is recovering from its lows, but remains below the pandemic peak. The dollar total also hides a more selective market.

Capital is returning.

Disclosed private-placement value · US$ billions

$13.1bn
2021
$11.1bn
2022
$3.7bn
2023
$4.5bn
2024
$6.2bn
2025

Drake Star’s 2025 series includes venture, private equity and strategic investment; excludes M&A and public-market financing. 2025 remained approximately 53% below 2021. [12]

Fewer deals.

Private-placement deal count [12]

6962021
9392022
7732023
7122024
5092025

−46%fewer deals than the 2022 peak
Includes deals with undisclosed amounts

Disclosed dollar value rose while deal count fell. Acquisitions tell another story: buying an existing business does not measure the capital available to a new studio.

GDC’s 2026 survey found 28% of respondents had been laid off in the previous two years. Behind that survey result are people deciding what, where and with whom to build next. [13]

Different studios. Different constraints.

Global productions.

Large commitments make delays and missed hits expensive.

The opening we see

Bring experienced teams around a focused creative ambition.

An editorial map. Symbols show different working structures, not measured headcounts; models can overlap.

Better tools must
serve the craft.

Artists and developers are challenging AI’s effect on ownership, jobs and quality. A useful future has to take those concerns seriously.

Adoption and approval
are different things.

GDC 2026 · surveyed game industry professionals [13]

36%use generative AI
at work

Perceived impact of generative AI

Negative52%
Positive7%

Two separate questions; selected responses shown.

Scope & method
More than 2,300 professionals across development, marketing, executive, investor and other roles. This is a survey, not a workforce census. The 2026 sample broadened beyond earlier surveys.
The investor thesis
More creators, more diverse games, more gamers.
Joshua Lu & Robin Guo

a16z · March 2023 [14]

An investor view of who could create.

The developer’s standard
We don't have any text generation touching our dialogues, journal entries or other writing in Divinity.
Adam Smith

Writing Director, Larian · January 2026 [16]

Experiments added rework; Larian kept its writing standard.

The tool-building opportunity
these tools will bridge the gap between raw technical capability and practical creative use.
Colin Campbell & Jonathan Lai

a16z · April 2025 [15]

A thesis about making powerful models usable.

The pushback on generated art
we’ve decided to refrain from using genAI tools during concept art development.
Swen Vincke

CEO & Game Director, Larian · January 2026 [30]

A commitment about concept art, not all AI use.

Creative control stays with you.

AI should make room for better decisions, experiments and attention to the player. Generated work still needs direction, permission where required, and review.

From generation
to creation.

AI can now act inside the tools: edit objects, change scenes, run code and inspect errors. That changes the distance from an idea to something you can play.

3D generation · August 2026

Meshes are becoming more useful.

Meshy 7 became generally available in August 2026. Separately, Meshy T2 research describes native polygonal meshes, connected components and face-count control. [17][18]

Fine hair and repeated details still cause failures. Teams still need to check topology, rigging, collision, style and performance.[17]

Interactive objects · February 2026

Generated objects can behave.

Roblox’s “4D” beta generates functional objects through predefined schemas. Its initial Car-5 and Body-1 scope is a concrete step toward objects with behaviour, within defined limits.[19]

Inside the editor.

MCP connects an AI assistant to tools. These community projects expose game-engine operations; capabilities depend on the server, engine version and setup.

Your AI assistantUnder your direction
MCP toolsRead · act · inspect
GodotThe working project

Create scenes and nodes, change properties, run projects and read errors.

Inspect the project

Community implementation · Local Godot and a compatible MCP client required. [20]

Gameloom today. Our Unity extension assesses concept/GDD text; our MCP connects intelligence and project actions. Engine editing belongs to the community tools above. Gameloom engine feedback remains a future direction. [29] Explore Gameloom MCP

Creator demonstrations of specific workflows, not independent productivity benchmarks.

The creation curve
is moving.

Software offers an early signal: more creation, uneven commercial outcomes.

50M+

projects built on Lovable.

Lovable reported 50M+ cumulative projects in its June 2026 report: websites, tools, prototypes and apps. Projects are not a count of SaaS businesses. [23]

More people creatingMore ideas being tried

From launch to revenue.

Share of newly launched subscription apps reaching a monthly revenue milestone within two years

$1,000 / month17.3%
$10,000 / month4.6%

RevenueCat 2026: selected apps meeting minimum revenue and activity requirements; zero-revenue attempts excluded. Thresholds overlap. This measures revenue, not profit or all SaaS outcomes. [24]

The app launch line
is growing too.

New subscription apps per month [24]

Jan 2022
~2,000
Jan 2026
14,700+

A much wider entrance into making software. Earning sustained revenue is the next challenge.

Scope & method
Appfigures launch estimates quoted by RevenueCat 2026; the explicitly stated January endpoint benchmarks span four years. This is separate from RevenueCat’s selected revenue-bearing app cohort and does not establish AI causation.

More people can start. Lasting value still takes work.

More routes into making.

Gameloom’s thesis

Experienced studio peopleFocused teams.
Creative ownership.
Independent developersA wider toolkit.
Faster experiments.
People with an ideaA way in.
A craft to learn.
Game knowledge + human judgement + connected tools
DesignScoreImproveBuild & playtestRe-score

Every release informs the next.

Make the next
version sooner.

AI can shorten parts of development, from research to launch. The gains depend on the task, tools and review required. Explore how that can make room for better decisions. [20][21][22][17]

Mosslight, a fictional game world — find the idea
Mosslight · illustrative game
1 / 6 · Find the idea

Research scattered across tools.

AI assists

Gather references, compare patterns and challenge the brief.

You decide

Choose the audience and the reason to play.

Twill, Gameloom’s living ribbon AI advisor

With Gameloom

Use GameDNA and a Score to form testable questions.

See how it works

Our in-house
disagreement engine.

A promising idea deserves a serious challenge. Gameloom examines what supports it, what contradicts it and what still needs testing. The aim is stronger judgement, with you remaining the author. [31]

See how GameDNA informs a decision
A question worth asking

“Will this mechanic
make players return?”

The intention

It gives players a long-term goal.

The challenge

Does the first session give them a reason to care?

The next test

Add an earlier reward. Watch what players do.

Illustrative design question; not a live engine response.

More games will be made.
Let’s make more of them
worth playing.

Lower barriers will produce more unfinished and derivative games too. A player still needs a reason to choose your game, stay with it and tell somebody else. Judgement, identity and trust matter.

Our ambition is millions more game makers: experienced studio people forming focused teams, independent developers reaching further, and people creating their first game. That is our thesis, not an established forecast.

Gameloom helps that talent develop. GameDNA connects design choices to real games. The Gameloom Score makes strengths and gaps visible. Twill helps you work through them, improve a design and assess it again. Industry knowledge, ready when a decision matters.

A better-informed path to your best game.

What we commit to.

Your judgement leads. A score supports your decision.

The reasoning stays visible. Evidence and gaps belong beside recommendations.

Your work stays yours. Your concepts are not training material for external models.

Keep a free way in. Our Unity concept check is anonymous and free.

Our founding commitments. [1][29] Read the privacy policy

The evidence
behind the thesis.

Checked 9 September 2026. Explore the dated reports, original statements and methodology behind the figures. Interpretations and ambitions are Gameloom’s own.

Gameloom, the team & our commitments3 sources
  1. GameloomAbout Gameloom — leadership Checked 9 September 2026

    Original team portraits, names, roles and company-listed backgrounds. Team information is supplied by Gameloom.

  2. GameloomGameloom for Unity and MCP Checked 9 September 2026

    Company’s published concept/GDD analysis and free anonymous Unity entry point. Engine editing and project-aware engine feedback are separate capabilities.

  3. GameloomWhy Gameloom — the Disagreement Engine Checked 9 September 2026

    Company’s account of challenging a concept against comparable games, reception and outcomes. This does not establish a multi-agent debate or voting mechanism.

The market, funding & game examples13 sources
  1. VG InsightsGlobal PC Games Market Report 2024 January 2024 · 2023 release cohort

    13,971 Steam releases; 5% over $100k estimated full-game gross at the year-end snapshot. Late-year releases had less selling time. See pp. 8–9 and methodology p. 25.

  2. NewzooPlaytime and revenue beyond the Top 20 14 April 2026 · Western markets, 2022–2025

    Revenue shares for PC, PlayStation and Xbox. Top-20 shares are calculated complements of published shares for games ranked 21+. Nintendo is not covered.

  3. AppMagicMobile Market Landscape 2026 Data recorded 15 January 2026

    4X top-10 revenue concentration: 47% in 2023, 64% in 2025 (p. 49). App Store/Google Play IAP estimates; China iOS only; excludes webshops and other distribution.

  4. SupercellForever game 11 February 2025 · 2024 retrospective

    Squad Busters grossed more than $100 million in its first seven months of 2024. Gross revenue does not disclose profitability.

  5. SupercellSquad Busters development is ending 30 October 2025

    Announcement ending active development. This is not a claim about the current status of its servers.

  6. ScopelyMONOPOLY GO! — a once-in-a-lifetime game 2025 second-anniversary account

    More than $5bn gross bookings in 24 months and a development team of 500+. Bookings are not profit or unit sales.

  7. ConcernedApeStardew Valley press kit Sales milestone as of December 2024

    More than 41m copies across platforms; original solo development and subsequent support. Cumulative sales over years.

  8. PlaystackBalatro celebrates 5 million copies sold 21 January 2025

    Publisher-reported all-platform sales milestone for LocalThunk’s poker-inspired deckbuilder.

  9. Iron GateValheim — five million Vikings 3 March 2021

    Five million sales in Early Access; the developer described a five-person team at this historical milestone, alongside publisher support.

  10. Sandfall InteractiveFirst anniversary of Clair Obscur: Expedition 33 24 April 2026 · updated 26 April

    Eight million copies sold. A focused-studio example, with publishing and external production support; no claim about total credited headcount or budget.

  11. Drake StarGlobal Gaming Report 2025 12 January 2026

    One retrospective private-placement series, p. 4: $13.1bn, $11.1bn, $3.7bn, $4.5bn, $6.2bn for 2021–2025. Dollar totals cover disclosed amounts; deal counts also include undisclosed amounts. Includes PE, strategic investment and adjacent tools; separate from M&A/public financing.

  12. SteamDBSteam game releases by year Catalogue snapshot, 9 September 2026

    More than 21,000 games in 2025. Catalogue counts can revise; they are not the same population as VGI’s frozen 2023 release cohort.

  13. NewzooGlobal games revenue cracked $200 billion in 2025 18 June 2026

    Revised estimate: $201.6bn global games revenue in 2025, +9.1% year over year. A market estimate, not an audited global total.

AI: sentiment, creator voices & 3D8 sources
  1. GDC / Beth Elderkin2026 State of the Game Industry January 2026 · more than 2,300 industry professionals

    28% laid off in two years; 36% generative AI use at work; 52% negative and 7% positive industry impact. Respondents include developers, marketers, executives, investors and other roles.

  2. Joshua Lu & Robin Guo / a16zThe Generative AI Revolution in Games 17 March 2023

    Brief excerpt of an investor thesis about user-generated games. Prediction, not measured productivity or an endorsement of Gameloom.

  3. Colin Campbell & Jonathan Lai / a16zAI Learned to Talk. Now it’s Learning to Build Reality 3 April 2025

    Investor perspective on practical tools around world models. The lowercase opening of the short excerpt is retained.

  4. Adam Smith / Larian; reported by PC GamerLarian’s writing director on generative text AMA 9 January 2026 · report 10 January

    Quote verified in reporting linked to Smith’s original Reddit AMA. A specific studio’s position and experience, not an independent benchmark.

  5. Swen Vincke / Larian; reported by GamesRadar+Larian’s position on generative AI concept art 9 January 2026

    Short quote verified in same-day reporting linking Vincke’s original AMA comment. Specific to concept art; not a claim that Larian abandoned every kind of AI experimentation.

  6. MeshyMeshy 7: 3D geometry alignment benchmark 12 August 2026 · GA 10 August

    Vendor release and evaluation, including failures on thin structures and exact repetition. Not independent production acceptance.

  7. Meshy T2 researchersMeshy T2 — native polygonal mesh generation Submitted 28 July 2026 · revised 12 August

    Research on mesh connectivity, component structure and face-count control. Generation timings are not total game-production timings.

  8. RobloxAccelerating creation powered by Roblox Cube 4 February 2026

    4D beta’s initial Car-5 and Body-1 schemas. Wider scene creation was framed as future ambition.

Connected tools & original demonstrations5 sources
  1. Coding-Sologodot-mcp Repository inspected 9 September 2026

    Community source/documentation: scene and node operations, project execution and debug output. Not an official Godot or Gameloom integration; not executed in this research.

  2. CoplayDev / AuraMCP for Unity v10.0.0, 30 June 2026 · inspected September

    Community editor tool access, scripts, assets and tests. Repository expressly disclaims affiliation with Unity Technologies; not executed in this research.

  3. Flopperamunreal-engine-mcp Repository inspected 9 September 2026

    Local community server: actors, transforms and Blueprint operations. Its hosted successor is a separate implementation; neither is a Gameloom feature.

  4. Siddharth Ahuja / ahujasidBlender MCP Demo: AI Prompting a dragon in a dungeon Creator linkage checked 9 September 2026

    Linked by the original Blender MCP repository. Publication day not verified. Demonstration, not a benchmark or completed game.

  5. FlopperamFlopAI Unreal Agent v0.6 Creator announcement 28 January 2026

    Hosted FlopAI product walkthrough, not proof of feature parity with the local open-source MCP server.

The software creation curve2 sources
  1. LovableThe Build Economy 9 June 2026 · January 2025–May 2026 activity

    Company-reported 50m+ cumulative projects; the milestone has no separately specified cutoff. Report usage window: January 2025–May 2026, plus a survey of 14,300+ users. Projects include prototypes, websites and tools, not just commercial SaaS.

  2. RevenueCatState of Subscription Apps 2026 2026 report · mainly 2025 data

    17.3% reached $1k monthly revenue; 4.6% reached $10k within two years. The 115,000+ app dataset requires RevenueCat use, subscription revenue and minimum activity thresholds. Per-chart cohort counts are not disclosed.