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Andrej Levenski
Episode · #36

TEHNOBIZ Andrej Levenski

Guest Andrej LevenskiHosted by Dražen TomićMay 3, 2026
About this episode
What you'll hear in this conversation

The gaming industry might seem like a global monolith, but behind the blockbusters are often smaller studios navigating immense challenges to carve out a niche. Andrej Levenski, from the Croatian studio Gamepires, has spent nearly a decade at the forefront of this high-stakes world, attending Gamescom, the world's largest gaming fair, nine times. He recounts the early days as 'like orphans with backpacks,' hustling for meetings and networking late into the night. His experience reveals the stark realities of competing on a global stage: the astronomical costs of trade shows, the complexities of international taxation, and the relentless pressure to build a brand that stands out against multi-million dollar titles. Levenski's story isn't just about survival; it's about how a small national industry found strength in unity. Realizing that global competitors were a far greater threat than any local rivalry, Croatian studios began sharing strategies for dealing with publishers and users. This shift from isolated struggle to collective action allowed them to secure better funding and present a united front at major events like Gamescom. Readers will consider how even in highly competitive, globalized sectors, the most effective path forward can often lie in unexpected local collaboration and a clear-eyed understanding of what it takes to earn user trust over time.

Insights from the conversation
What to take from this episode
01
Andrej Levenski describes Gamepires' first Gamescom appearances as "like orphans with backpacks," running between 12-hour meeting days and mandatory industry parties. The lesson is not to expect red carpets at the start of a global business, but to embrace the grind of proving yourself in person, year after year.
02
Croatian gaming studios, despite operating in the same small country, realized they were not truly competing with each other because their genres differed and 99% of their market was export. When your real competition is global, local rivals become potential collaborators for shared resources and strategies.
03
Croatian studios found strength by openly sharing "tricks" for dealing with publishers and users, and by jointly funding their Gamescom presence. The cost of global market access forces even competitors to pool resources and knowledge, turning individual struggles into collective advantage.
04
A Gamescom booth alone can cost 300,000 to 400,000 HRK (around 40,000 to 53,000 EUR) for 60-90 square meters, plus another 10,000 EUR just to have stickers applied to the stand. For small studios, market entry at this scale is only feasible through shared costs and external subsidies like those from the Croatian Chamber of Economy or the EU.
05
Gamepires actively invited smaller indie teams, who couldn't afford their own presence, to share space and tables at their large Gamescom booth. This isn't just goodwill; it’s a recognition that a unified national presence, where "if we are all together, we are stronger," ultimately benefits every company on the global stage.
06
Double taxation with the US market presents a significant challenge for Croatian studios, which is often mitigated by partnering with a European publisher. Choosing a publisher isn't just a distribution decision; it's a strategic financial move that can help avoid complex international tax liabilities.
07
When a game sells for, say, $100 on Steam, the developer might only see 30-40% of that revenue, with the rest going to the platform and publisher. The public often misunderstands this revenue split, multiplying retail price by units sold and vastly overestimating a studio's actual earnings.
08
Gamepires' early attempt to self-publish, while simultaneously developing both proprietary technology and a new game, "backfired" because they lacked an established brand. When launching a new product, customers prioritize proven quality and support over a studio's origin story, making self-publishing a heavy lift for an unknown entity.
09
New game buyers often hesitate, asking "Will they even support it?" or "I'll wait and see." Brand trust in gaming is not about initial hype; it's built over years of consistent presence at events like Gamescom and a reputation for "impeccable support" within the community.