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		<title>Game Industry Career Advice: 5 Powerful Truths From Larry Kuperman on Delays, Mental Health and Surviving a Long Career</title>
		<link>https://indiegamebusiness.com/game-industry-career-advice-larry-kuperman/</link>
		
		<dc:creator><![CDATA[Ash Cason]]></dc:creator>
		<pubDate>Mon, 26 Oct 2026 10:45:55 +0000</pubDate>
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		<category><![CDATA[Game industry career advice]]></category>
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					<description><![CDATA[Game Industry War Stories &#8211; Jay Powell and Larry Kuperman on Budgets, Delays, Mental Health and Why This Industry Gets Under Your Skin: Game Industry Career Advice! Not every conversation needs a formal agenda. Some of the most useful things shared in the games industry]]></description>
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<h2 class="wp-block-heading">Game Industry War Stories &#8211; Jay Powell and Larry Kuperman on Budgets, Delays, Mental Health and Why This Industry Gets Under Your Skin:</h2>



<p><strong>Game Industry Career Advice</strong>! Not every conversation needs a formal agenda. Some of the most useful things shared in the games industry happen in the space between the structured topics, when two people who have been around long enough to have real stories just start talking.<br><br>That is what happened when <strong><a href="https://www.linkedin.com/in/jaypowell/" data-type="link" data-id="https://www.linkedin.com/in/jaypowell/" target="_blank" rel="noopener">Jay Powell</a></strong>, Founder and CEO of IndieGameBusiness®, sat down for another fireside chat with <strong><a href="https://www.linkedin.com/in/larrykuperman/" data-type="link" data-id="https://www.linkedin.com/in/larrykuperman/" target="_blank" rel="noopener">Larry Kuperman</a></strong>, veteran of the games industry for over twenty-five years and formerly of Nightdive Studios. Larry has been on the show more times than either of them can accurately count. He is nominally retired, though as Jay pointed out, he is doing a worse job of it each month. What came out of the conversation covered game development delays, budgeting, the Blade Runner launch, mental health in the industry, what keeps veteran professionals engaged long after they could have walked away, and why the relationships built at games conferences are not incidental to the work but central to surviving it.</p>



<h2 class="wp-block-heading">Why Game Delays Are Not a Sign of Failure:</h2>



<p>The conversation opened on a topic that surfaces every time a major title slips its release window: why developers consistently underestimate how long things will take, and why that pattern never seems to change even with decades of industry experience as a reference point.<br><br>Larry&#8217;s framing was direct. Developers are generally people who are technically exceptional and genuinely poor at estimating how long technical work will take. That combination is not a character flaw. It is a structural reality of creative technical work. The gap between what someone thinks they can build and how long it will actually take to build it is a known problem with a known mitigation: build padding into every schedule before committing to it.<br><br>His rule of thumb for business development people working alongside developers: whatever number a developer gives you, multiply by one point five. If they say a year, plan for eighteen months. Not because developers are being dishonest, but because the estimate is made without full visibility into what the work will actually require once it is underway.<br><br>Jay made the point that even the most resourced productions in the industry face the same problem. GTA VI was delayed twice despite a budget reported at one and a half billion dollars. If Take-Two cannot nail an estimate at that scale, a first-time indie developer working without a professional producer is certainly not going to get it right either. The lesson is not that developers should feel bad about getting this wrong. The lesson is that everyone should plan for it from the beginning.</p>



<h2 class="wp-block-heading">The Blade Runner Launch and What It Taught Larry About Building in Contingency:</h2>



<p>Larry talked openly about one of the harder moments in his time at Nightdive Studios: the launch of Blade Runner. Nightdive has an excellent reputation in the preservation and remastering space, and that reputation is largely deserved. But the Blade Runner launch did not go as well as the team hoped, and Larry was candid about why.<br><br>The production schedule did not account for the possibility that half of the QA team would be out simultaneously with COVID. That was not an oversight in the ordinary sense. It was a failure to build enough contingency into the schedule to absorb an event that, while unpredictable in its specifics, belongs to a general category of disruption that experienced producers know to plan for.<br><br><strong>The lesson he draws from it applies at every level of development:</strong></p>



<ul class="wp-block-list">
<li>Build contingency into every budget and schedule before finalizing them, not as an afterthought but as a line item</li>



<li>Treat unknown unknowns as a category that requires space in the plan, even if you cannot name them in advance</li>



<li>If the contingency is not used, the project comes in under budget, which is a win. If it is used, the project survives something that would otherwise have derailed it.</li>



<li>Projects always expand to fill the space available. This is not pessimism. It is a pattern that has held across decades of production in games and in other industries.</li>
</ul>



<p>Larry credited a financial leader he worked with at a medical company for crystallizing this thinking. That person insisted on building a budget line for things we do not know are coming, which she called the allowance for things that cannot be predicted. The discipline of naming that category and giving it actual budget made all the difference when the unpredictable things eventually arrived.</p>



<h2 class="wp-block-heading">What Business Development People Can Do to Work Better With Developers:</h2>



<p>One of the more practical threads in the conversation was Larry&#8217;s advice for business development and publishing people who work closely with development teams but do not write code themselves.<br><br>His core recommendation is to learn enough about the technology your team uses to be conversant in how developers talk about their work. You do not need to ship a feature. You do not need to complete a full course. But if your studio is building in Unreal Engine, run through an Unreal tutorial. If the team uses Unity or Godot, spend a few hours inside it. The goal is not technical mastery. The goal is the ability to ask better questions, recognize when an estimate is unrealistic, and participate in conversations about scope and timeline with at least some grounding in what the work actually involves.<br><br>Jay acknowledged that he has never done this himself but also noted that his many years of watching productions has given him a gut feel for when something is not going to hit its date. The problem, as Larry pointed out, is that this kind of intuition is the result of having watched a lot of things go wrong. It cannot be transferred. It has to be accumulated. For someone earlier in their career, learning the technology is the more accessible path to developing that judgment.</p>



<h2 class="wp-block-heading">What Larry Has Been Doing Since Leaving Nightdive:</h2>



<p>For anyone who has followed Larry&#8217;s career, the idea that he is genuinely retired has always seemed optimistic. He confirmed as much.<br><br><strong>Since leaving full-time employment at Nightdive, he has been doing the following:</strong></p>



<ul class="wp-block-list">
<li>Recording sessions with the team at Pixel Retentive, a podcast focused on game preservation, with a focus on capturing conversations with the people who made important games rather than just the games themselves</li>



<li>Running mentorships and informal conversations with developers and business people at various stages of their careers</li>



<li>Presenting to game development accelerators, including a recent presentation to a Brazilian accelerator on why developers and business people consistently miscommunicate</li>



<li>Running the IGDA chapter in Las Vegas, which holds regular meetups, brings in speakers including professionals from Epic, and provides community support for developers working in the area</li>



<li>Thinking seriously about what his time in the industry is actually for at this stage, which he described as wanting to preserve the people who made the games, not just the games themselves</li>
</ul>



<p>The thread connecting all of it is mentorship and memory. Larry has been in the industry long enough to have watched an entire generation of games get made and a significant portion of the people who made them move on or fade from public view. His current work is an attempt to document that history while the people who lived it are still available to tell it.</p>



<h2 class="wp-block-heading">Why Industry Relationships Are Not a Side Effect of the Work:</h2>



<p>The most personally candid part of the conversation was about mental health and what actually sustains people through the harder periods of a games industry career.<br><br>Larry described the last three years as including some of the worst mental health episodes he has experienced in his career. He was specific about what helped: a friend nine hours away by airplane who reached out unprompted to ask if he was okay. The ability to say no honestly, and to have that acknowledged, is something he traced directly to relationships built over years of showing up at the same events and staying in contact between them.<br><br>His framing for why the games industry produces unusually close friendships among people who often live far apart and see each other only a few times a year:</p>



<ul class="wp-block-list">
<li>There is almost nobody outside the industry who can fully understand what working inside it is actually like</li>



<li>The shared experience of building something under constant uncertainty, managing creative and technical complexity simultaneously, and doing it with teams whose success is often unguaranteed, creates a kind of common ground that is hard to replicate elsewhere</li>



<li>Larry called it shared trauma, which Jay agreed with immediately</li>



<li>The relationships that result from that common ground are not purely transactional. They function as genuine support systems that carry real weight when things get difficult.</li>
</ul>



<p>Both Jay and Larry made the point that these relationships tend to eventually produce business outcomes, but that is not what drives them. The friendship comes first. The business follows if the timing aligns. Treating it the other way around, networking as a primarily transactional activity, produces weaker relationships and ultimately weaker results on both the personal and professional side.</p>



<h2 class="wp-block-heading">The Conference Experience and Why It Still Matters:</h2>



<p>Jay and Larry spent time on the specific texture of industry conferences, which both of them have attended for decades and which neither of them can fully step away from even when they try.<br><br>Larry mentioned that a recent Gamescom was the first he had missed in years and that he expected to feel the absence significantly when the news started coming out. Jay described the conference experience for someone with a long industry history as something that feels closer to a reunion than a professional obligation. The people you see at GDC or Gamescom are often people you might otherwise see twice a year in person and talk to more regularly over video calls. The in-person time is disproportionately valuable even when the floor itself has become secondary to the hotel lobby meetings and off-floor gatherings that represent most of the actual business activity at large shows.<br><br>Larry&#8217;s son, who attended an event in the Netherlands with him, watched his father move through a conference for the first time and was surprised by the contrast with how Larry behaved at home. At home, Larry does not talk to anyone. At the conference, everyone knows him and he knows everyone. Larry&#8217;s response was that his son&#8217;s friends are at school and he sees them every day. Larry&#8217;s friends are scattered across the world and he might see them two or three times a year in person. That scarcity makes the time together matter more, not less.</p>



<h2 class="wp-block-heading">On Retirement, Relevance, and the Pinochle Game:</h2>



<p>The conversation ended on a note that was both funny and genuinely honest about what it feels like to be someone who has spent decades building expertise in a specific field and is now trying to figure out how to remain useful without returning to a full-time role.<br><br>Larry described the dynamic with an image from his childhood: a friend&#8217;s grandfather had a regular Pinochle game, and there was always one old man standing behind the players rather than playing, commenting on every card played, saying he would not have done that. That, Larry said, is the role you end up in when you leave an industry but cannot fully step away from it. You become the person standing behind the players, offering the perspective of someone who has seen a lot of hands.<br><br>Jay&#8217;s response was that he would probably never retire either, that he would just do less at some point, and that being bored would be worse than staying engaged. The conversation closed with genuine affection between two people who have been showing up in each other&#8217;s professional lives for long enough that the friendship is no longer separable from the work.</p>



<h2 class="wp-block-heading">Want more insights like this? :</h2>



<p>Join us for our <strong><a href="https://indiegamebusiness.com/resources/training/igb-deep-dive/">IndieGameBusiness Deep Dive</a></strong>, taking place on <strong>December 9th </strong>or hop into the IndieGameBusiness® <strong><a href="https://discord.gg/indiegamebusiness" target="_blank" rel="noreferrer noopener">Discord</a></strong> to connect with Larry and other industry pros.</p>



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<p>The IndieGameBusiness® podcast drops new episodes regularly, covering the business side of making and selling games. Subscribe to the newsletter to get episodes, Discord events, Discounts, and industry news straight to your inbox. <a href="https://indiegamebusiness.com/subscribe/"><strong>Subscribe now</strong></a></p>



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