Observed Signal · Jul 30, 2026 · Expansion · Source: PocketGamer.biz · Impact: 2/5 · Sentiment: Positive
Burny Games CEO on building a repeatable mobile studio
Burny Games, a Ukrainian developer and publisher, has restructured into smaller autonomous "mini-studios" to speed development and decision-making, and has expanded from internal development into selective external publishing. CEO Anatolii Henis says the company has grown to 140+ employees and 65+ million downloads since launch, and that a key lesson has been learning to stop projects quickly when data (CPI, D1 retention) indicates limited potential. Burny completed its first publishing partnership with Infinity Games (5+ million downloads) and emphasizes investments in analytics, user acquisition, fast creative iteration and live ops. Henis also highlights wider opportunities in Ukraine for stronger publishing infrastructure and notes AI will play a role in development but must be applied where it creates real value.
Company-level strategy and expansion into publishing with emphasis on analytics and UA is relevant to mobile games and app-marketing practices but not industry-shifting.
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Key Takeaways & Evidence Grounding
- Burny Games has over 140 employees and has surpassed 65 million downloads.
- In 2025 Burny restructured into smaller autonomous "mini-studios" to accelerate decision-making and development.
- Burny expanded from internal development into publishing and its first partnership with Infinity Games has crossed 5 million downloads.
- Burny cancelled or closed projects (e.g., Colorwood Screw) after assessing market conditions and metrics such as CPI and D1 retention.
- The company emphasizes operational capabilities including analytics, user acquisition, creative iteration and live ops.
Connected Companies & Entities
1 Entity mapped“Speaking to PocketGamer.biz, CEO Anatolii Henis reflects on the lessons behind that growth, from becoming more disciplined about when to sto...”
Ontology Mapping & Concepts
Related Market Signals & Shifts
Recent verified developments and strategic activity across this market segment.
Burny Games: 65M Downloads, Four Years of Lessons
Burny Games, a Ukrainian mobile game developer and publisher, marked four years with 65 million downloads and a 140-person team. CEO Anatolii Henis outlines four lessons: stop projects early when CPI (cost-per-install) and day‑1 retention metrics rule out scaling; structure autonomous mini-studios as separate business units for faster decision-making; treat publishing as a hands-on partnership rather than a high-volume testing pipeline (Burny launched publishing in 2025); and use technology to empower small teams. The company cites successful titles (e.g., Colorwood Associations with Infinity Games, 5 million downloads) and several discontinued projects that failed to meet retention or acquisition targets as instructive examples.
My.Games sets $50M/year benchmark for new franchises
My.Games CEO Elena Grigorian outlines the studio's strategy to build long-lasting "forever" franchises, including a redesigned R&D process with a $50m-per-year benchmark for new titles, smaller teams, earlier idea evaluation and more "smart experiments." The company emphasises direct-to-consumer (D2C) platforms that combine live ops, payments and CRM, claims sustained D2C revenue growth, and reports wide internal use of AI across development, localisation, marketing and operations. My.Games has grown via acquiring Pixonic and launching divisions such as Knights Peak and MGVC, operates over 40 live games, and employs around 1,000 people.
Bold Games CEO Outlines Strategy to Stand Out in Turkish Market
Bold Games, a Turkish mobile games studio founded by former Dream Games, Rollic, and Bigger Games employees, aims to differentiate itself through product innovation in casual puzzle games. CEO Ulaş Mergen emphasizes small teams, rapid prototyping, and a focus on mechanics and level design rather than just art execution. The studio recently secured a $6 million seed investment from Arcadia Gaming Partners, Makers Fund, and e2vc to build its team, not to scale its first title, Market Match. Bold Games plans to keep its team small (12-14 people) and aims to produce multiple casual puzzle titles over the next five years. Mergen also discusses the impact of AI on accelerating game development timelines.
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