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Frontiers: Exploring the World of Data | The Glaciers of Gaming | Beyond The Program
4th June 2024 • The Pair Program • hatch I.T.
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Tim Winkler:

Hey, listeners, Tim Winkler here, your host of The Pair Program.

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We've got exciting news introducing our

latest partner series Beyond the Program.

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In these special episodes, we're

passing the mic to some of our savvy

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former guests who are returning as

guest hosts, get ready for unfiltered

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conversations, exclusive insights,

and unexpected twist as our alumni

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pair up with their chosen guest.

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Each guest host is a trailblazing

expert in a unique technical field.

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Think data, product management,

and engineering, all with a keen

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focus on startups and career growth.

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Look out for these bonus episodes

dropping every other week,

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bridging the gaps between our

traditional Pair Program episodes.

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So buckle up and get ready to

venture Beyond the Program.

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Enjoy.

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Jazmin Furtado: Hello everyone,

and welcome to Frontiers:

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Exploring the World of Data.

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Frontiers dives into how people

are using their data science minds

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to shape organizations and change

the landscape outside of big tech.

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In each episode, we explore the far

reaching corners of the world of data.

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My name is Jazmin, and I'm

your host for this series.

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I myself am passionate about

empowering people to make data

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driven decisions, and I'm always

amazed at how others do it every day.

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Today, we are exploring the

glaciers of gaming, how data

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informs and shapes our modern play.

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It's a world I've always been

curious about, really excited

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to have our guest here.

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Our guest here today, Tuck Ngun,

Principal Insights Analyst at

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Riot Games for League of Legends.

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Before Riot, Tuck held senior

data scientist roles at Oracle and

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Sense360 after getting his doctorate

from UCLA in human genetics,

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so he wasn't always in gaming.

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But since he's been at Riot for the last,

you know, five years or so, it seems that

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once he's gotten the gaming bug, he hasn't

looked back, and so we're gonna dive into

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all those details of that in this episode.

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Um, so, so glad to have

you here today, Tuck.

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Really excited for our conversation.

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Tuck Ngun: Well, thank

you so much for having me.

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I'm very excited, too.

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Jazmin Furtado: So, getting

to our icebreaker today.

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So, the question is, in relation to

gaming, if you could be a player in a

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game, what player would you be and why?

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So it's just like very vague, so

for me, uh, my player, I don't have

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too much gaming experience, I will

have to admit, so, uh, my game that

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I grew up playing in like middle

school and high school was Halo.

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I love Halo, uh, just not, it was before

it got into like the real online playing

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mode where you play against other players.

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It was very much just like

campaign mode, or just like me

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and my brother kind of playing the

story, and I really enjoyed that.

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I'd really just, and on easy, I'll have

to caveat, it had to be on easy mode as

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well for me to get the full enjoyment.

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When it got too hard, I'd get really,

uh, Uh, I wouldn't, I'm not that

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great, so when it got too hard,

it wasn't as enjoyable anymore.

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So I really like playing Master Chief in

Halo, so I think I'd probably play that.

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It just seems like, you know, the

player's invincible, I kinda do whatever.

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Uh, I really love it,

the um, the, the sword.

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It's really cool, cause it

like, lights up, it's all

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glowy, and it's super powerful.

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And I think What differentiates it

from other games is the fact that it's,

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like, there's a lot of space, uh, like,

in the game, and I really, I'm like a

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Star Trek nerd, I really enjoy space,

so I think the setting really kind of

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drew me in, so I really like that game.

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So that's who I would play if I was in

any game, but Tuck, you have a lot of

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experience, um, in gaming, so curious

what your, what your player would be.

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Tuck Ngun: Um, so this, I, I will

have to, this is actually one of

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the, of the questions that you

sent over that I looked, looked at.

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This is one of the hardest

ones, because it's like, oh

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no, I have to pick my favorite.

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So, so, okay, I'm going to cheat a little

bit and actually have two answers to this.

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So the first one is kind of much more

developed, it's um, and it's maybe

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a little bit of a deeper cut, but

it's Ashe from Final Fantasy XII.

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So she's a, basically she's just

an all around badass, right?

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And so it's much, much more like

an aspirational thing for me.

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You know, you mentioned, uh, the

setting of Halo and the setting

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of Final Fantasy XII is definitely

some, a place I would love to be.

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Um, but Ashe specifically, she's,

like I mentioned, she's uh,

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sort of like a deposed princess.

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Everyone thinks she's dead.

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And she's managed to maintain that for

years, while organizing an underground

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rebellion, and basically, you know,

overthrowing the evil empire, all

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of that, without blowing her cover.

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So, you know, so far, so fine, so standard

for Final Fantasy, but I think what really

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sets her apart from a lot of the other,

you know, Uh, protagonist of the series

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is that she just does it all in stride.

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She's like, okay, I have to do this thing.

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I'll just go and do it.

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She's like very, no nonsense.

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There's no like agonizing

over, am I good enough?

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Am I, you know, this or that?

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Or she just does it and

it's like really refreshing.

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So like, I really aspire to

like that sort of level of.

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I guess you could say competence?

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Confidence?

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Whichever you choose.

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Um, and then the second

one is much shorter.

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And I promise this is not like me

trying to, I guess, promote the game.

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Because this is not like our newest

character or anything, but Hui from

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League of Legends, he's a, uh, artist

who has like magical powers and he

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can paint, you know, visions with

his, uh, with his magical brush.

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Anyway, that, that is totally

like my vibe and something I

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would love to be able to do.

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Jazmin Furtado: You gave the characters

so much justice, and here I am, I'm like,

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I just like the fact that it's a sword,

and you like, went into like, their

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backstory and their character traits,

like, I mean, you obviously, you know,

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you're in the right place, uh, the fact

that there's just so much, I think, like,

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nuance and so much backstory to these

games, uh, that I think the people that

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are in the world can really appreciate.

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Would you be able to take us into, you

know, how you got into Your current

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role and I talked about what you know

what you're doing at right a little

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bit more and then yeah, tell us a

list of the high level your journey of

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how you got to there and you know how

it's different from what you've done

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before and kind of what made you stay.

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Tuck Ngun: Yeah, yeah,

would love to do that.

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Um, so I guess in terms of what

what I do, I'll start with that.

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Uh, so the scope of my role is.

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I would say I guess pretty large.

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So essentially I am able to work

across the league game ecosystem.

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Um, and I'm starting to also

push into like other parts of it.

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Um, as you know, um, you know, we,

um, You know, part of the things that

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Riot is doing is, uh, you know, we

have that, we have a TV show, Arcane.

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Um, and so, you know, we're, in the

background, we're always, like, looking

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into new opportunities and stuff, and

I'm very lucky to have had a chance to,

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you know, work a little bit on those.

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But my main focus is, is on the game.

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And, uh, typically, the way it works

at, at Riot, or on League anyway, is

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that analysts will tend to specialize

in, like, different domains.

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So, sometimes it might be gameplay.

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Or monetization.

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And I'm fortunate enough, I guess,

to be able to essentially, like,

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pick what I want to, to work on.

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I mean, it's like a, it's kind of

a really, it's a privilege that

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I, you know, don't take lightly.

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I get to kind of go after what are

sort of the most important questions.

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And so I've been able to work on

things like, oh, you know, um,

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how do we maintain, how do we grow

our player base, uh, for League.

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How does a player's interaction with the

game, with Leap, sort of change over time?

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Because we're very lucky

to have very loyal players.

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Um, and so, you know, we really want to,

and I think part of that loyalty comes

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from, you know, just how much we really

value the player experience and try to

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optimize for that as much as possible.

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Um, I've also worked in

the monetization space.

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So, um, I, you know, work on

things like, okay, here's some new

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content, uh, you know, what's the

best way to distribute it, that,

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that sort of, that sort of thing.

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Um, okay.

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And then in terms of kind of the

background of how I got into this role,

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um, as, as some of, I guess the listeners

might have realized just based on, you

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know, I guess my slightly psychotic.

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Description of why I

picked those characters.

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I've just been playing

video games my entire life.

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One of my earliest memories is

actually playing Dig Dug with my mom.

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Um, at our first like home computer.

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Anyway, so it's always been a You know,

always been part of my life, um, but for

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whatever reason, it wasn't until there,

you know, the last five years or so, or

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five years ago that it kind of occurred

to me of like, oh, I could actually have

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a career, uh, in data in gaming, right?

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I mean, it seems so obvious in

retrospect, but for some reason, it

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just was one of those things that

seemed a little bit impenetrable to me.

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But I was fortunate enough again

to, to, to know someone who was

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working at Riot at the time.

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You know, she said, uh, she brought this

current role, um, to, to my attention.

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She was like, I think

you'd really like it here.

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Um, I, I do, I have.

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And, and so it's, it's just been really

a wonderful experience, you know.

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And I really, actually truly

enjoyed playing the game as well.

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So it's like, you know, kind of

win win, uh, in, in that way.

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Jazmin Furtado: Yeah, when I think of,

you know, data and gaming, it seems

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like something that, uh, it makes sense,

but in terms of actually, like, putting

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people's faces to, you know, the these

roles, it's like, you don't necessarily.

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It's more of what goes on

in the background, right?

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When you think of games, you think of,

like, the players and you think of, you

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know, they take up, like, the spotlight,

but in terms of, like, all the stuff

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that goes under, uh, goes under the

hood to, like, improve that experience.

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I think a lot of, uh, people don't

think of that as, like, oh, there are

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specific roles that are, you know,

people look to fill to help from, like,

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a data, um, insights, you know, analysis

perspective, uh, to, to improve the game.

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And it's, like, something

that's constantly changing.

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When can you turn?

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Yeah.

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Yeah.

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Tuck Ngun: No, I was just gonna say

it's I think part of it is just how

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rapidly The industry has matured, right?

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I mean it used to be I think, you

know people would think of gaming

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as as like Yeah, I guess like maybe

my parents generation right the idea

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that someone could have a career in

gaming and that could be something

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that's They do for for life, right?

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It was would be kind of ludicrous, right?

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Um, and so I think because of that,

you know, it's just it wasn't something

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that that was and coming from Malaysia,

especially where there really wasn't much

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of a gaming scene until mobile phones,

you know, smartphones really took off.

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About 10 years ago, right?

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Again, it was just not maybe part of

the, the, the, the atmosphere part

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of the Zeitgeist yet at the time.

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Jazmin Furtado: And you're

saying that it's been growing.

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I mean, you've been there

for a few years now.

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Have you seen, like, you're the team

dynamics change in terms of the skills

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and the people that are like involved

on on projects or the types of projects?

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Like, how have you seen the

data analytics kind of focus?

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change from like a people or

like a project perspective

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since like you've joined?

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Tuck Ngun: Yeah, no, there's definitely

been, you know, a lot of changes, a lot

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of development at Riot specifically.

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Um, but I think, yeah, also

as you're alluding to, right,

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more generally, uh, in games.

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So I'll just start, I guess, by talking

about how, you know, my experience so far.

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Um, so Riot's grown quite a

bit over, over my time here.

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And along with that growth, you know, in

all of our departments, uh, our Insights

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organization has also grown and Insights

is where data analysts at Riot, uh, you

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know, that sort of are like our home

base, if you will, our home department.

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Um, and so the way it works, uh,

here is that each game typically

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has like a dedicated Insights team.

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Some analysts and then also

some researchers, you know, who,

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who, who are able to, you know,

talk to our players directly.

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So the exact breakdown kind of

depends on the game, uh, depends on

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the game's needs, that sort of thing.

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And the size of the team also

changes depending again on the game.

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But generally speaking, we're, it's

like five to 15 people per, per game.

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Um, and then we also have some central

resources that, that we can tap into.

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I think the other thing that, that's

changed, uh, over, you know, that

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I've noticed, And that's changed in

my time here is that it's not just

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the growth in the number of people.

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I would say it's also the skill sets

and the way, you know, in general, we

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think about data and how to use it.

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It's definitely kind of gotten

more sophisticated over time.

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So part of this is just people

like myself, maybe who have been

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around for a couple of years.

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So we've had the time

to develop those skills.

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Um, to, to learn more, um, but I

think it's also part of it is we

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are more conscious about and maybe

more knowledgeable about, like,

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who we want to bring in, right?

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So, it's like, we're starting to

recognize that, okay, yes, data

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analysts, you know, we're quite, a lot

of us are actually quite versatile,

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but at the same time, you know, um,

there's also like a little bit of

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specialization that can, that can go on.

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And, you know, if you have a

specific need, right, like, If

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you can get someone who has a lot

of experience doing that thing,

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it's really beneficial.

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And then if you need them to be more of

a generous later, they can kind of learn.

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The other stuff, get

better at it over time.

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Right.

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But yeah, having having someone

who spikes in particular areas,

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particularly when you have a need for it.

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I think that that that awareness

has definitely grown a lot.

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Jazmin Furtado: Yeah, you're you're

saying that there were, you know, there's

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a lot of different things that you can.

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Provide insight into, you know, a lot

of, uh, ways that you can, like, a lot

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of, a lot of different data points.

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I guess you can analyze and there's

different areas that you could affect.

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There's like a business aspect

and also like the actual game.

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I want to I'm actually curious

from, like, looking at, you know,

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improving the gaming experience.

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Do you have, like, any, like, uh, you

know, stories or any sort of, like,

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projects you've worked on or anything

that really stands out to you as,

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you know, really, you know, The most

prominent things that you've enjoyed,

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um, working on since you've been in

like the gaming industry, like certain

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questions or insights that you're

able to derive or certain questions

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you're trying to get after just

curious if anything stands out to you.

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Tuck Ngun: Yeah, I, I would say, yes, no.

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So, so I alluded or I just

mentioned earlier that 1 of the.

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Things I, I've been, I've worked on

and it's kind of an ongoing thing.

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So it's never really done actually is.

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Kind of understanding.

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You know how our players evolve as they,

you know, continue engaging with our

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game continue interacting with it It's

it's quite I you know, I like i'm gonna

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sound like a broken record here But like

I said, I feel very privileged right that

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we have such loyal players and it's just

really interesting to You know see how

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again how how they how to It's almost

like how the, how the game fits into

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their lives, like, it changes over time,

right, from, and you can kind of imagine

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this, you know, in, in many scenarios,

right, of like, you know, if you get into

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a new hobby, you know, you, uh, you know,

you, you sort of engage with it one way,

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but then over time, right, it changes.

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And so, for us, we feel like League,

because League has been around for so

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long, you know, we are able to, like,

kind of envision our relationship with the

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player in that way of, like, this is not

just, you know, like, a one time thing,

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or something that you're just going to

engage in, engage with for a few weeks,

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and then move on to something else, right?

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Like, we are very much, I guess,

focused on the long term, Um, which, I

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am in very much in favor of, but also

because of that, it actually makes a

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lot of things not as straightforward,

you know, and I'll give like maybe a

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little bit more of a concrete example.

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So like, um, You know, in addition to,

like I said, working on understanding

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how a player sort of interaction

evolves, like one, one, and one other

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way in which I think this focus on

the long term manifest is like how we

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think about creating cosmetic content

for the characters in our game.

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So basically, one of the things that

League is known for is we sell, you

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know, you can buy skins for the different

characters in the game, essentially

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like alternate versions of them.

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And, you know, if we were focused on the

short term, I think it would be very easy.

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Actually, that process would be much

easier because we could just focus

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purely on revenue maximization.

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It would be very easy.

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It's just like, okay, here's

the most popular character.

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They're getting a skin, you

know, every six months, right?

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Like, and, and, you know, it

doesn't matter if we kind of like

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churn through or burn through like

this, the creative space, if you

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will, for that character, right?

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Because we're just

focused on the short term.

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We just want to maximize revenue.

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But because we want to cultivate that

long, sort of long lasting relationship,

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you know, we're trying to think in

terms of like years and in some cases

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decades, that's much harder, but

at least in terms of years, right?

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So we're much more conscious about,

okay, we just released a, you know, we

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just released a new skin, a new piece

of content for, for this character.

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So therefore, you know,

let's wait a bit, right?

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So that we don't burn

out our players so that.

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You know, we don't go, you know,

like, just burn through, again,

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all of the options that, that,

that we know of right now, right?

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To give ourselves time to, you

know, develop new things, to really

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be thoughtful and considerate

about how we go about, you know,

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running the game essentially.

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So that permeates, like, everything we do.

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Which, like I said, I'm very

much in favor of, but it can make

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things a little bit complicated.

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Jazmin Furtado: Yeah, I, there's

so many things you said there in

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terms of like, you know, you want

to, and it's, it's a partnership,

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you know, you and the, the players.

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I mean, it, you, you don't

want to take their loyalty.

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You never want to take that for granted.

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And so you, you're You have to be

very thoughtful about the things

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that you introduce into the game.

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You can't just like throw a bunch of

experiments out there and just expect

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that your, your customer or your player

is just gonna be like, okay, that's fine.

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Because, you know, you have a

brand, you have a story, like,

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each of those characters, people

are very invested in them.

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And that's really like this.

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The whole game is centered

around these characters.

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So

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when you're trying to make these

decisions, though, in terms of, like,

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what to improve, what things to introduce,

how do you go about making that decision?

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Like, what it, when, you know, when,

when people, people probably have a lot

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of ideas about what they want to do to

enhance the game, but how do you decide

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what actually gets put in front of, you

know, in front of the players or not?

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Tuck Ngun: Oh, that's a very,

very interesting question.

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Um, and, and I think in the context of.

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Well, any, any creative industry, right?

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It, uh, like it's, it's kind of

interesting to think about, um, as

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someone who's kind of more on the data

side, right, to think about how those

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two spheres interact, because I think

it's really easy to see them as being

337

:

in conflict with each other, right?

338

:

Because gaming, for instance,

right, is, is definitely a creative

339

:

industry person foremost, right?

340

:

Um, like, uh, we, you know, it's all

about kind of, I think trying to, Like,

341

:

everyone in the gaming industry, right,

is trying to create something that's new,

342

:

something that's never been seen before.

343

:

And, and, and, it's, you know,

but, and so the creative side

344

:

is definitely really important.

345

:

But, you know, especially when you're

talking about, okay, the scale of a

346

:

game like League of Legends, or like

a Fortnite, or, you know, things at

347

:

that level, right, where you have a

global audience, You, you have literally

348

:

millions of players that, that you're

trying to, that you, that you're

349

:

trying to like serve the creativity.

350

:

I think that creative drive is an

important part of the equation,

351

:

but I think it can't be the only

thing in that equation, right?

352

:

Similarly, if you just took the data

side and you said, okay, we're just

353

:

going to, you know, we're completely like

base all of our decisions off of that.

354

:

I think that's also a failing, right?

355

:

And so I think one thing I've seen at

Riot, um, and even at the best game

356

:

companies is that there tends to be a

very kind of healthy sort of like back

357

:

and forth, you know, I, I, the word

that comes to mind is tension, but I

358

:

don't mean that in a bad way, right?

359

:

I just think there's a healthy dialogue, a

healthy conversation between the two sides

360

:

where, you know, it's, we, we, we try to

come together and, and, and, And try not

361

:

to, I guess, impose our will or act like

we're the ultimate source of truth, right?

362

:

So to go back to the, you know, to

give a more concrete example, going

363

:

back to like, um, that, that whole

question about skins of like, okay.

364

:

Which character should maybe get like

a sci fi themed one or a fantasy,

365

:

more fantasy themed one or more

of a realistic, you know, themed

366

:

sort of alternate version, right?

367

:

And a lot of those cases,

right, we do rely heavily on.

368

:

You know, our designers are

artists to, to, to have that sort

369

:

of creative vision to say like,

okay, I think this is why it works.

370

:

Right.

371

:

And then we, uh, on the data

side, you know, we try to.

372

:

Back it up with with with like

our, you know, by analyzing player

373

:

behavior, you know, we also Uh, like

I mentioned we have researchers.

374

:

So so we often also directly just talk

to players You know, we do concept

375

:

testing all of that sort of stuff so

that you know We we have a fuller picture

376

:

if you will behind any decision That

we make and again that extends also

377

:

to a lot of gameplay decisions, right?

378

:

We A lot of it is driven, I would say,

primarily by, by our designers, by

379

:

our producers, but you know, we, we

don't just go like on instinct, right?

380

:

We try to, I guess, like, sort of

balance it as much as possible.

381

:

Jazmin Furtado: How do you get, you know,

the, how do you get feedback on that?

382

:

I'm sure it depends on, you know, the

project and what you're introducing,

383

:

but can you give an example of how

you know that you've done a good job?

384

:

Because, you know, to what

you're saying before, there's.

385

:

Maximize revenue and then you could

just, you know, in the short term, but

386

:

when you're thinking about a longterm

approach that you said, you know, your,

387

:

your team's taking and riot takes just

generally to, um, this game, it's not

388

:

always, you know, success is not always

just what you see in the short term.

389

:

And so how do you know that

you're on the right track?

390

:

Like, how do you, like what feedback

levers do you leverage in order to

391

:

know if you, if you're on the right,

yeah, if you're on the right track.

392

:

Tuck Ngun: Yeah, no, as I sort of alluded

to earlier, that is kind of one of the

393

:

complications, right, of sort of this

longer term view, which is, it's, it's,

394

:

you know, it's a little bit at odds,

I think, with kind of how just modern

395

:

business operates in general, right,

where there's more of a, as like focus

396

:

on the immediate, on the shorter term.

397

:

And so for us, the way we try to balance

it is we, we do have, you know, metrics

398

:

or we do look at different measures.

399

:

In the short term, right?

400

:

To, to, to say like, okay, was this a

new, uh, you know, new game play change

401

:

or this new piece of cosmetic content?

402

:

Was this a success, you know,

in this first, let's say, week,

403

:

two weeks, first month, right?

404

:

Kind of that shorter term, just,

just so we can get a signal.

405

:

But then oftentimes, we'll also try

to, you know, adopt, like, Go, go.

406

:

We, we do a lot of like, try, try and get

like a longer term view of things of like,

407

:

okay, six months ago we, we did this.

408

:

Right?

409

:

Do we see any like signals,

whether it's, uh, in terms of

410

:

the, the player behavior, right?

411

:

Which is kind of maybe more,

more my domain or when we like

412

:

in terms of sentiment, right?

413

:

When we talk directly to players,

whether it's in focus groups or

414

:

surveys, that, that sort of thing.

415

:

Like do we see.

416

:

Any evidence that maybe this is, you

know, kind of performance as expected,

417

:

good, bad, that kind of thing.

418

:

So we're constantly trying to,

you know, kind of, again, get a

419

:

more like balanced view of things,

right, a more holistic view.

420

:

But it can be challenging, because

especially with the longer term

421

:

stuff, you know, this is a, so League

is like, is a live game, right?

422

:

It's a live service game, which

means it gets updates every day.

423

:

Basically every two weeks, at least.

424

:

And so there's things

changing all the time.

425

:

So if you're like, well, we had

this thing six months ago, let's

426

:

try and see if it has any effect.

427

:

You know, it does get kind of complicated,

but, you know, we try to do our best.

428

:

Jazmin Furtado: So usually, you know,

your focus area is on player behavior.

429

:

How do you quantify Player behavior.

430

:

Is it just like how much time they're

spending in the, you know, how much time

431

:

they're spending playing, how much time

they're spending like actively playing?

432

:

I don't know if that's, you know,

a thing, but, um, is it like

433

:

the, I mean, the number of times

that they're changing characters?

434

:

Like what, how do you quantify behavior?

435

:

Tuck Ngun: Yeah, it's well, so we try

to, well, as you just, as you just,

436

:

you know, described, there's a lot

of different axes, a lot of different

437

:

vectors that, that we consider.

438

:

And, you know, it just, which ones we look

at, right, really depends on the question,

439

:

the use case, the project at hand.

440

:

We, you know, as a, uh, we, we do have,

like, new characters every so often, and

441

:

so, like, one thing we are interested

in is trying to see, like, okay,

442

:

when we do introduce a new character,

right, how do our players, uh, react?

443

:

You know, are there things

that, that, that we can improve?

444

:

learn from, you know, are we able to

like change preferences almost, or are

445

:

people kind of like they found their

favorite and they stick with it forever.

446

:

And you know, maybe they'll try

out this, this, this new, this new

447

:

character, but you know, eventually

they'll, they'll go back right

448

:

to, to the, to the old favorite.

449

:

And so, so we, you know, so

we, we try to understand things

450

:

like that, you know, for sure.

451

:

We look at, as, as you mentioned,

like how, how often someone

452

:

is playing, how many hours.

453

:

Because that is actually one of the,

uh, signals, actually one of the most

454

:

important signals we think for, was

this change a good one or not, right?

455

:

Um, because the, the, with the obvious

idea being, okay, if this wasn't

456

:

something that our players liked, you

know, they would stop engaging with

457

:

our game as much or, or completely.

458

:

Um, so, so it is a tricky thing.

459

:

And then, as I mentioned, you know, a

lot of times we are also interested not

460

:

just in, It's sort of quantifying, per

se, but like, uh, kind of understanding,

461

:

right, their, their, their evolution and

kind of how they, they view the game.

462

:

And that, that is actually a, it's a very

challenging area, but it's also really,

463

:

I think, rewarding because, uh, It just

kind of gives you like, you know, we,

464

:

we, everyone has like assumptions right

around like, oh, here's how, um, someone

465

:

will, will, will think of the game or

how this game fits into their lives,

466

:

you know, if they've been playing for

two years or three years or four years.

467

:

And then, as we kind of dig into it,

a lot of the times we find things

468

:

that challenge those assumptions.

469

:

And then that feeds back directly into

like, okay, where, you know, where

470

:

do we want to take the game next?

471

:

What do we think is a good change?

472

:

You know, what, what, what do we

think this is telling us about

473

:

what our players needs are?

474

:

Right?

475

:

And I'd say that's very rewarding

because like, ultimately that's what

476

:

we are here to do, I would say, right?

477

:

We want to kind of meet

those needs as best we can.

478

:

Jazmin Furtado: Because I'm, uh, You know,

thinking about it from like an analytics

479

:

point of view, when you're thinking

about like the, the, the questions that

480

:

you're trying to answer, you know, some

of these things I could see as like,

481

:

okay, it's a basic, it's, it's looking

at, you know, statistics, looking at,

482

:

you know, the before and after, do we

see like maybe a significantly, you know,

483

:

a significant change or statistically

significant difference between the two.

484

:

When we think of analytics generally

though, it could be, I guess

485

:

that the term can be very broad.

486

:

You know, you can leverage, you know,

machine learning techniques and to

487

:

like, if you want to do like sentiment

analysis, like, do you, do you kind of.

488

:

How, like pick from the whole gamut

of methodologies when it comes to

489

:

like answering some of these questions

you have about, you know, what, what

490

:

steps to next take with the game.

491

:

Tuck Ngun: Yeah, yeah.

492

:

We, we do, we try to keep

as open to mind as possible.

493

:

Right.

494

:

And, and you know, it's, it, it

really what the, I guess the sort

495

:

of the best technique or the best

methodology really depends on.

496

:

The question you're trying to answer and

kind of the context around it, right?

497

:

So, um, to give you like an extreme

example, you know, if, if, if there

498

:

was, uh, like an emergent thing, right.

499

:

Or where, where we needed to, like,

get an answer to, to something really

500

:

quickly, like within a few days, right.

501

:

Probably spinning up like a

whole ML model from scratch.

502

:

Not, not the best idea, right.

503

:

Just because of how much time.

504

:

You know, that takes right, um,

even if that might be sort of the

505

:

technically the best way to do it.

506

:

Right?

507

:

So it's kind of all about balancing like,

um, what, what, what the needs are and

508

:

then sort of having in your back pocket,

like, knowledge of like, what, you know,

509

:

what, what, what are the best techniques?

510

:

What's the best approach to deploy here?

511

:

Um, and I think I kind of want to kind of

add a little bit of an addendum to that,

512

:

which is not to say that as an analyst.

513

:

You know, you have to know every

single thing out there, right?

514

:

Um, but it's more about getting I

guess familiarity with at least a wide

515

:

enough range of different Techniques

different methodologies so that when

516

:

you do get a question, you know when

you get a problem to work on You know,

517

:

you're able to and based on a context

you're able to kind of select the

518

:

best thing Uh, for, for that project.

519

:

Right?

520

:

Um, like another example might be if

you need the output from, uh, some

521

:

modeling to be interpretable, right?

522

:

To be like understandable so

that you can take action on it.

523

:

Uh, again, something that's quite

sophisticated, like something like

524

:

setting up a neural network, right?

525

:

Might, might be technically

the best way to do it.

526

:

But oftentimes that comes at the

expense of that interpretability part,

527

:

right, of that ability to like kind

of take action on what you find or

528

:

understand why something is happening.

529

:

And so you might go with actually

a simpler model, um, and there's

530

:

nothing wrong with that because You

know, it's all about what is the

531

:

best thing for for this purpose.

532

:

Jazmin Furtado: Yeah, I like that

interoperability part because I think when

533

:

you're dealing with, you know, trying to

incorporate or introduce like new things

534

:

to such like a wide reaching population,

you really want to make sure that.

535

:

You, you know, you take the whole team

to make a decision on something, so you

536

:

wanna make sure you can like, explain it.

537

:

Well, you can like, you know, justify

the, the proposal based off of something

538

:

that they could understand as well.

539

:

So I can see that, you know, simpler can

be better in a lot of these cases to get

540

:

your message across and to get buy-in.

541

:

Uh, and then also to be able to like

show over time that it's, you know.

542

:

It's doing what it's supposed to be doing,

or like, you know, it's still you can

543

:

still apply the same methodology over

time, and it's not going to be too broken.

544

:

Tuck Ngun: Yeah, exactly.

545

:

Exactly.

546

:

Jazmin Furtado: So I wanted to close out

this main part by just asking, you know,

547

:

you've been in this industry for a few

years now, as you look kind of towards.

548

:

The future.

549

:

Are you seeing, like, from your

vantage point, you know, some emerging

550

:

trends or emerging, like, areas that,

you know, are growing, um, when it

551

:

comes to, like, data and gaming?

552

:

Tuck Ngun: Uh, yeah, for, for sure.

553

:

So I think, you know, so just generally

speaking, data is, you know, really,

554

:

A big part of really important part

of the gaming industry, and I think

555

:

it's just going to grow from here on.

556

:

And so there's sort of like to serve

overlapping trends, but they're

557

:

still kind of a little bit distinct.

558

:

Um, so, so the 1st 1 is that, um.

559

:

The, the main way, actually, or

increasingly, uh, common way,

560

:

uh, that people sort of, like,

purchase games now is online, right?

561

:

So, like, you, I don't know if

you're, like, familiar with Steam,

562

:

uh, Epic Games has their own

platform, for instance, right?

563

:

There was a whole series

of court cases about that.

564

:

Anyway, um, so, so, so,

so that's one part of it.

565

:

And then I think as a result of

that, right, uh, and especially as,

566

:

like, consoles, for instance, have

also gained, um, the ability to,

567

:

you know, connect to the internet.

568

:

Like, that online, a lot of games

that, that in the past might not

569

:

have had an online component, right,

increasingly, um, kind of have it now,

570

:

right, whether or not it's sort of

like part of the core, uh, gameplay.

571

:

So, like, one good example of this, I

would say is, The Dark Souls series,

572

:

which is, I won't go into what it

is, but essentially, the, the core

573

:

of the game, you know, you could,

you could play it, like, completely

574

:

offline, but there's a comp, uh, sort

of an optional online part to it,

575

:

um, that does enrich the experience.

576

:

And that, again, that's just

becoming more and more common.

577

:

Uh, among games, right?

578

:

So, so like, I'm, I'm pretty, you know,

I don't work for Bandai Namco, which

579

:

publishes that, that series, I can't say

for sure, but, uh, you know, I'm, I'm

580

:

pretty sure there's, you know, they're,

they're, you know, trying to get as

581

:

rich of a data set as they can, right?

582

:

From, from those games, from the, from

when players choose to engage with

583

:

the online portions of those games.

584

:

Um, so that's trend number one.

585

:

Um, and then the second one I would say

is kind of a more of a focus, more of

586

:

a move of a lot of publishers towards

prioritizing live services games.

587

:

So that's games like League, uh, Fortnite,

uh, Guild Wars 2, where essentially it's

588

:

supposed to be alive, if you will, right.

589

:

Have a lot of support, have

consistent, frequent updates.

590

:

Uh, for, for years on end, um, and now

that I've had firsthand experience working

591

:

in that, in this, you know, in that, in

that sort of gaming sphere, um, it's,

592

:

it's actually, it's really tricky, right?

593

:

It's, uh, God, what's that saying?

594

:

You know, um, the, the trick is not to

get there, it's maintaining it, right?

595

:

Or it's like, you know, sort of

staying at, at, at your position.

596

:

And I think that's, that's, you

know, one of the reasons why data

597

:

is just becoming so important.

598

:

Because maintaining sort of, um, you

know, if you are success, lucky enough

599

:

to have like a successful live service

game, like kind of maintaining that.

600

:

Um, it's really difficult, you know,

it's, I would say it's practically

601

:

impossible without kind of good data.

602

:

Um, and even with good data,

like I said, it's, it can be

603

:

quite challenging, but it's fine.

604

:

Jazmin Furtado: So you're seeing

yourself, you know, and at least another

605

:

5 years, you know, it's been good so far.

606

:

So there's no reason for

you to look elsewhere.

607

:

It seems like the future is bright.

608

:

Tuck Ngun: Um, I think so.

609

:

I mean, I, yeah, I mean, despite, you

know, I guess the, you know, of course,

610

:

you know, it would be remiss of me not

to, um, I guess, acknowledge, right,

611

:

that the gaming industry has had, um, a

whole bunch of layoffs, you know, this

612

:

year, especially, including Riot, right?

613

:

I, I think it over, you know, a part

of that, I think, is, uh, You know,

614

:

maybe sort of, like, correcting

for, for, like, Covid, right?

615

:

Um, I, I think it was hard to understand

exactly how to respond to, to that boom.

616

:

Um, uh, uh, so that's part of it.

617

:

But, but yeah, overall, I do think,

um, it is, it is quite, quite a, you

618

:

know, bright future for the industry.

619

:

I do think it will, You know, this,

I think this is a little bit of a

620

:

bump, but in a few years time, you

know, we'll, we'll be back on track.

621

:

Jazmin Furtado: Online gaming is like, you

know, just becoming ever so popular and

622

:

just everyone's becoming more and more,

you know, everyone's getting online more.

623

:

Everyone's like, more, more connected

without comes more data than with

624

:

that because more opportunity.

625

:

So, um, thanks for thanks for bringing

it, giving us some insight into that.

626

:

Uh, we usually, so we usually end

our episodes with this round of fact

627

:

or fiction, so we're going to like

rapid fire through these questions.

628

:

Um, so I found these about games

just in general, and I want,

629

:

so you're not supposed to know

the answer to these, hopefully.

630

:

Um, alright, so number one.

631

:

South Korea has the highest

penetration of online gaming, with 96.

632

:

4 percent of internet users

playing games across all devices.

633

:

Tuck Ngun: That one, I'm, well,

I, I don't know if the number is

634

:

completely correct, but I would say

generally, you know, the sort of

635

:

the, yes, I would say that's a fact.

636

:

Jazmin Furtado: So that is false.

637

:

So Indonesia has the highest

penetration of online gaming with 96.

638

:

5 percent of internet users playing games.

639

:

And then Philippines a second and

then Turkey is third and then South

640

:

Korea wasn't even on like that list.

641

:

Tuck Ngun: Oh, interesting.

642

:

Well, I guess.

643

:

Yeah.

644

:

Actually, I think one of the

things is, yeah, like you, you,

645

:

you mentioned earlier, right?

646

:

Mobile has really changed actually a lot.

647

:

Jazmin Furtado: Yeah.

648

:

Across like, yeah, across all devices.

649

:

So I was just really, I was

like, Oh, that's surprising.

650

:

I was expecting it to be like Japan

or China or something like that.

651

:

But no, yeah.

652

:

Second one.

653

:

Uno is the most popular

card game in the world.

654

:

Tuck Ngun: I'm going to say

655

:

false.

656

:

Jazmin Furtado: That is correct.

657

:

That is false.

658

:

So poker is the most popular

card game in the world.

659

:

Blackjack is close.

660

:

It's the most popular casino

card game in the world.

661

:

And then, you know, solitaire and

rummy are also like very popular.

662

:

Uno was not on that list, but

I think a lot of people think

663

:

of it as like really popular.

664

:

But worldwide, it's, you got

to go back to the classics.

665

:

All right.

666

:

Yeah.

667

:

Makes sense.

668

:

Third one.

669

:

You're, you're one for two.

670

:

So third one.

671

:

About 50 percent of video game

players in the world are female.

672

:

Tuck Ngun: Oh, this is a good one.

673

:

Um, I think if yes, I would say it,

it's probably quite close to that.

674

:

If you, especially when

you consider mobile gaming.

675

:

Jazmin Furtado: Yes, that is true.

676

:

Yeah.

677

:

And you also consider like

puzzle games or like action

678

:

adventure games, like all that.

679

:

So I didn't think about it.

680

:

I was like, Oh, when I think of video

games, I think of, you know, the ones

681

:

that you see that are most popular.

682

:

You know?

683

:

Like, Yeah.

684

:

You know, League of Legends, World of

Warcraft, I just think of, like, all those

685

:

ones and a lot of the players I see on the

stage are all, like, men, um, but yeah,

686

:

so I guess when you look at it from, like,

a wide lens, I was surprised about that.

687

:

All right, so you got two.

688

:

All right, the fourth one.

689

:

The longest board game in the

world is estimated to take

690

:

1, 500 hours to complete.

691

:

Tuck Ngun: Oh, jeez, I feel

like I should know this one.

692

:

Um, 1, 500, I'm gonna say

693

:

How do you even put in 1, 500 hours?

694

:

Jazmin Furtado: So this is true.

695

:

So yeah, so the game is called the

campaign for North Africa, which I'd

696

:

never heard of before, but apparently

when they look at like how long it

697

:

takes to complete the full board game

is it's estimated to take 1, 500 hours.

698

:

So.

699

:

If you, like, worked on it, basically,

like, three hours a month, or three

700

:

hours, like, twice a month, or something

like that, like, it would take, like,

701

:

20 years to complete it, basically.

702

:

Like, it's ridiculous.

703

:

It's, I don't, I don't know.

704

:

Whoever has, if anyone has that game,

like, I, that's, that's a marathon.

705

:

Yeah,

706

:

Tuck Ngun: I'll have to look it up.

707

:

Jazmin Furtado: Okay, the last one.

708

:

The Jenga Tower, are you, you're

familiar with Jenga, correct?

709

:

Yeah.

710

:

So the Jenga tower is 18 layers tall.

711

:

So just like, just normally each

layer consists of three blocks.

712

:

Now the tallest Jenga tower ever built,

like in a game was 40 layers tall.

713

:

Tuck Ngun: Uh, let me think, is that even,

714

:

Jazmin Furtado: I know you got

to think, is it possible, right?

715

:

I'm just

716

:

Tuck Ngun: trying to

like math it out, right.

717

:

I've like, there, there are enough,

sorry, 18 times three, right.

718

:

There are just enough pieces

that if you did it like one.

719

:

You know, sort of like one block per

layer, you could probably get there.

720

:

Would it, would you actually

be able to do that in reality?

721

:

Um, seeing, well, I guess if you're

really skilled, I'm going to say

722

:

true, because people can sometimes

do really surprising things.

723

:

Jazmin Furtado: Yes, that's true.

724

:

That's correct.

725

:

It is true.

726

:

So I think like 40, there was one

place I found that was like 44 and

727

:

some of one place that was like 40.

728

:

So I'm just going to like, you know,

that's, that's really impressive.

729

:

I don't know how people do that,

but yeah, it's like, I guess if it's

730

:

just like one block, it'd be like

54, you know, 54 layers, but you

731

:

know, how often, how can you do that?

732

:

So, yeah, so it's, um, Yeah, so

yeah, so we got three out of five.

733

:

Oh, so that's a great.

734

:

Yeah, that's a great score.

735

:

That's a great score.

736

:

I think that's like, these are all

just like, you know, blind stuff.

737

:

And I just think it's really interesting

to learn about some stuff because I'm

738

:

like, I didn't know this stuff about.

739

:

Games just generally.

740

:

So the more, you know,

741

:

Tuck Ngun: yeah, I know for sure.

742

:

I mean, I learned two things today

743

:

Jazmin Furtado: and I'm sure

everyone listening learned

744

:

a lot more, including me.

745

:

So I think as long as it's beneficial

on both sides, I'm glad to hear that.

746

:

Well, it's been a pleasure to chat

with you today and even just scratch

747

:

the surface of data and gaming.

748

:

I feel like there was just so much

more we could have talked about.

749

:

I'm so much more I was interested in.

750

:

So I probably will like follow up on.

751

:

Another like coffee chat

just to casually about this.

752

:

Um, and also I need to be able

to visit you sometime at the,

753

:

at riot, just to check it out.

754

:

Tuck Ngun: Yeah.

755

:

Yeah.

756

:

No, you're, you're always welcome.

757

:

Jazmin Furtado: Yeah.

758

:

You're like, just, just talking about

even that, that one use case, like, you

759

:

know, but with the skins, it's just, just

really highlights all the like intention

760

:

and work that goes behind just making a

seamless and enjoyable user experience.

761

:

And so for those listening, whenever you

pick up a game, just think of all this,

762

:

all of the, you know, intention that

goes behind every part of that game.

763

:

Um, I really come to appreciate that

a lot more, so thanks for taking

764

:

the time to be with us and just

like letting us, you know, peek

765

:

into that window into your world.

766

:

Tuck Ngun: Yeah, no, thank you so much for

having me this this was a blast really was

767

:

Jazmin Furtado: and today

was actually bittersweet.

768

:

This actually rounds out

our frontiers mini series.

769

:

Um, it's been such a delight to hold

host the series on The Pair Program.

770

:

And it definitely wouldn't

have been possible without

771

:

the support encouragement.

772

:

Of Tim, Tim Winkler and the Hatch IT team.

773

:

Thank you for your sponsorship and

for allowing for both myself and then

774

:

all everyone listening to continue

exploring new frontiers and to learn

775

:

from amazing people such as Tuck.

776

:

And, um, and last, certainly never least

to those who have tuned in, whether you're

777

:

a new traveler with us, you know, on this

last episode or more experienced Explorer

778

:

who's been with us since the beginning,

you have my sincerest gratitude.

779

:

We've, we've never, we're never

done exploring just generally.

780

:

Everyone always has something

to learn from others.

781

:

So I hope you're able to take, you

know, your nuggets of knowledge and get,

782

:

gain new information from this series.

783

:

I knew it was a value add to your life.

784

:

And so from one data enthusiast to

another, thank you and take care.

785

:

Tim Winkler: Calling all

startup technologists.

786

:

Have you ever dreamed of hosting your own

podcast, but don't know where to start?

787

:

Well, here's your chance to shine.

788

:

We're thrilled to introduce Beyond the

Program, our exclusive mini series,

789

:

and we want you to be a part of it.

790

:

As tech leaders and mentors, you'll

get the exclusive opportunity to

791

:

become a guest host right here

on the Pear Program podcast.

792

:

Share your expertise, insights,

and stories with our audience of

793

:

startup focused technologists.

794

:

Excited?

795

:

We knew you would be.

796

:

To be considered, head over to myhatchpad.

797

:

com backslash contribute.

798

:

Fill out a brief form

and submit it our way.

799

:

Let's co create something

amazing together.

800

:

Don't miss this chance to elevate your

voice and expand your personal brand.

801

:

Visit myhatchpad.

802

:

com backslash contribute.

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