The Structural Case for AI-Native Gaming Investments
The central question for AI investment: If AI delivers 66% individual productivity gains and 10x+ team output potential, why do 74% of companies fail to capture tangible value?
The answer isn't technical debt or legacy systems—though those matter. The answer is human. AI adoption follows a predictable progression, and each stage is progressively more threatening to the people asked to implement it. This structural conflict of interest explains why AI transformation fails in large organizations—and why AI value concentrates in private markets.
The Investment Thesis: AI value concentrates in private markets because public companies cannot fire their way to agent adoption—and existing teams will not willingly build systems that automate away their own roles. Only AI-native startups, built from first principles without this conflict of interest, can capture the 100x capability multiplier at the top of the AI value curve.
Gaming is a $250+ billion annual market—larger than film and music combined—and the fastest-growing segment of entertainment. But gaming's significance for AI investment isn't just market size.
Gaming is where AI agents become viable first. The structural reasons:
"Video games are a key proving ground for artificial intelligence. Like the real world, games are rich learning environments with responsive, real-time settings and ever-changing goals."
—Google DeepMind, on why they train AI systems in gaming environments
The adoption is already happening: 73% of game studios are using AI (a16z, 2024). 84% of that adoption is concentrated in teams under 20 people—the AI-native startup profile. This document explains why that value concentrates in private markets, and how Fund III captures it.
AI capability matures through three distinct stages. Each stage represents an order-of-magnitude increase in value—but also an order-of-magnitude increase in organizational threat.
Structured access to knowledge
"What do we know?"
Human interprets & executes
Packaged expertise
"How to do X"
Human initiates & oversees
Autonomous execution
"I did X for you"
Human sets goals only
Capability multiplier
What it is: Structured access to institutional knowledge. AI-powered search, knowledge bases, chatbots that answer "what happened?" or "what did we learn?"
Example: "What were the results of our Indonesia beta test in 2019?" — The AI retrieves historical data; a human still interprets and decides what to do.
Threat level: Low — This is just better search. Non-threatening. Everyone adopts.
What it is: Packaged, reusable capabilities with defined inputs and outputs. Not just information, but how to do something. Transferable expertise.
Example: A "Beta Test in Southeast Asia" skill that takes a game build, budget, and timeline as inputs and produces market selection, UA configuration, analytics setup, and a go/no-go recommendation as outputs.
Threat level: Medium — Skills encode a way of doing things. Adopting them means admitting your way isn't the best way. Teams resist: "We already know how to do this" / "Doesn't fit our process."
What it is: Autonomous systems that orchestrate multiple skills to achieve goals. Goal-oriented, self-directing within constraints, monitoring and adjusting without human intervention for each decision.
Example: A UA Campaign Manager agent that targets $X monthly bookings at Y% ROAS, autonomously adjusting bids, reallocating budget, pausing underperforming creatives, and escalating only when thresholds are breached.
Threat level: Existential — Agents do the work. If an agent manages campaigns, adjusts bids, rotates creatives... what does the campaign manager do?
The structural and technical barriers to AI adoption are well-documented: technical debt (up to 40% of enterprise technology estates), legacy systems (70% of Fortune 500 systems built 20+ years ago), integration complexity (60% cite this as primary barrier to agentic AI). But these explain why AI is hard—not why it fails.
Asking existing teams to build agents is asking them to automate themselves out of a job. They won't. And forcing it destroys morale—which destroys execution—which destroys the initiative.
This isn't a training problem. It's not a change management problem. It's a fundamental conflict of interest:
Agents are fundamentally at odds with people's sense of purpose.
| AI Layer | What It Threatens | Human Response | Adoption |
|---|---|---|---|
| Context | Nothing | "Great, better search" | ✓ Universal |
| Skills | Expertise / Identity | "We already know how to do this" | ⚠ Resisted |
| Agents | The Job Itself | "Our situation is unique" / Organizational rejection | ✗ Rejected |
This pattern plays out consistently across industries. In gaming specifically, the data reveals a deeply polarized workforce:
"Mandating AI adoption without buy-in destroys team morale overnight. Developers aren't resisting change; they're resisting being sidelined in their own creative process, leading to higher turnover and stalled projects."
—Kate Edwards, Former Executive Director, International Game Developers Association (VentureBeat, 2024)
Large/old studios are optimized for what they do. EA's 2024 AI pilot sparked a 200-employee petition and walkouts. Ubisoft's AI integration for Assassin's Creed faced "fierce resistance" requiring months of town halls. CD Projekt Red paused AI expansion after 55% of staff felt "unsettled." Asking these organizations to transform is asking them to become different organizations—and that usually destroys morale and fails anyway.
The conflict of interest creates a structural divide between who can capture AI value and who will:
| Large/Old Organization | AI-Native Startup | |
|---|---|---|
| Context | ✓ Adopts (better search) | ✓ Foundation |
| Skills | ⚠ Resists ("we know this") | ✓ Core value |
| Agents | ✗ Rejects (threatens jobs) | ✓ Full adoption |
| Who decides | People protecting their roles | Founders optimizing for output |
| Process change | Politically impossible | No legacy process to change |
| Outcome | Incremental efficiency (1-2x) | 10x capability per person |
When AI is native to operations—not retrofitted onto legacy processes—the team economics are transformational:
Traditional headcount scaling becomes a competitive disadvantage when capital-efficient alternatives exist.
A natural objection: if incumbents can't adopt AI due to cultural conflict, why would they successfully integrate AI-native acquisitions? This apparent paradox has a 40-year answer.
Gaming has operated a "conveyor belt" model for four decades: private markets innovate → public companies acquire → acquired studios operate autonomously. This structural inability to innovate internally is why Microsoft (Mojang, Activision), Sony (Bungie), and Tencent (Supercell) rely entirely on the M&A conveyor belt to fuel growth. The pattern predates AI—it's how the industry has always worked:
| Year | Acquirer | Target | Deal Value | Post-Acquisition Model |
|---|---|---|---|---|
| 1998 | Take-Two | BMG Interactive | $14M | Became Rockstar Games (autonomous) |
| 2014 | Microsoft | Mojang | $2.5B | Minecraft team remained independent |
| 2016 | Tencent | Supercell | $8.6B | Fully autonomous operation |
| 2022 | Sony | Bungie | $3.7B | Self-publishing independence maintained |
Source: Wikipedia list of largest video game M&A; SuperJoost "Three decades of games industry consolidation" (2024)
Sophisticated acquirers understand they cannot integrate innovation—they can only acquire and protect it:
The Tencent/Supercell Precedent: Tencent paid $8.6B for Supercell in 2016—and left it completely autonomous. Supercell still operates from Helsinki with the same small-team, high-autonomy culture. Tencent gets financial returns; Supercell keeps its innovative edge. This is the template for AI-native exits.
THQ (1991-2013) attempted the opposite strategy—building 11 internal studios for original IP rather than acquiring proven assets:
THQ's failure wasn't bad management—it was attempting to do internally what the industry structure rewards doing externally. Public companies are structurally penalized for risky in-house R&D.
This dichotomy between public stagnation and private innovation is not unique to gaming—it is the core of J.P. Morgan's 2025 thesis. Their Private Markets Outlook (November 2024) identifies private markets as a key investment theme—alongside positioning for the AI revolution. The connection is direct:
The question isn't "can big companies use AI?" They can, and they will—at the Context layer. The question is "can they transform how they operate using AI?" The structural answer is: rarely, slowly, and at enormous cost.
J.P. Morgan's Implication: AI innovation will be unlocked by private companies and massively vertically integrated technology ecosystems (Google, Microsoft). Everyone in between will struggle either applying AI in ways that radically change financial outcomes—or dealing with morale as they try to replace headcount with AI automation.
What distinguishes a company that is AI-native from one that uses AI:
| Requirement | Why It Matters |
|---|---|
| AI-bullish team | Passion for AI-augmented workflows—not compliance with a mandate. Drives experimentation velocity. |
| AI-enabled processes | Built native from Day 1, not retrofitted onto existing workflows. No legacy process to defend. |
| AI-native tools | Designed for AI-human collaboration, not bolted on. Skills and agents as first-class primitives. |
| Domain expertise | Deep knowledge to direct AI effectively. AI amplifies competence—it doesn't replace domain knowledge. |
| Platform consumer mindset | Expects to leverage external skills and agents. Multiplies capability instead of building everything in-house. |
Missing any factor significantly reduces probability of success. An AI-bullish team without domain expertise builds impressive demos that don't ship. Domain experts without AI-native processes will always find reasons why "our situation is different."
Fund III's thesis positions at the top of the AI value curve—backing AI-native gaming studios that capture the structural advantages outlined above.
AI-native studios don't just produce more—they fundamentally restructure the margin profile:
| Metric | Traditional Studio | AI-Native Studio |
|---|---|---|
| Team size for $50M revenue | 80-120 people | 15-25 people |
| Structural margin capacity (at scale) | 20-25% | 40-50% |
| Exit multiple (EV/Revenue)* | 2-3x | 3-5x |
| First-financing valuation premium | Baseline | 2.5x higher (Equidam, 2025) |
Capital efficiency attracts acquirers. When revenue growth decouples from headcount growth, AI-native studios become premium acquisition targets—lower integration costs, immediate margin accretion, and transferable AI capabilities that acquirers cannot build internally.
*Traditional gaming content trades at 1.8-2.8x EV/Revenue (Drake Star 2024). AI-native content studios achieve 40-50% margins vs traditional 20-25% through ~70% cost efficiency gains. At equivalent EBITDA multiples, this margin improvement implies 3-5x EV/Revenue (Transcend analysis). Note: Platform fees historically 30%, but declining via web stores and regulatory pressure (Epic v. Apple, EU DMA)—an additional tailwind not modeled in base case.
Revenue upside (not modeled): AI also enables revenue improvements through personalized content, dynamic difficulty, and optimized live ops. We model only cost savings to avoid compounding speculative assumptions—meaning higher company profits can accelerate growth (more UA investment) or flow to earlier distributions.
A natural question: if agents are so valuable, why won't Microsoft, Google, or Meta dominate?
The objection "agents are expensive to run" is increasingly obsolete:
The consensus among AI researchers: inference costs are declining 10x annually. By 2027, compute cost for most agent workloads will be negligible—a rounding error on the P&L.
Fund III invests in AI-native gaming studios that:
The structural conflict of interest makes incumbent transformation a poor risk/reward:
The better bet is backing AI-native teams who build without the conflict of interest.
The fundamental insight: AI isn't just a technology wave—it's an organizational selection event. Companies built for the AI era will outcompete those trying to retrofit it. Fund III invests in the former.
BCG AI Radar 2024 "Navigating the Age of GenAI" (September 2024): 74% of companies fail to show tangible AI value; only 4% have cutting-edge capabilities across functions. BCG. S&P Global Market Intelligence "The State of AI in Financial Services 2024" (July 2024): ~40% abandon AI projects early, up from prior year. S&P Global. McKinsey "The State of AI: How Organizations Are Rewiring" (March 2024): 23% of organizations scaling GenAI in production. McKinsey.
Harvard Business School & BCG "Navigating the Jagged Technological Frontier" (September 2023): Consultants using AI completed 12.2% more tasks, 25.1% faster, with 40% higher quality results. SSRN. McKinsey Global Institute "Generative AI and the Future of Work in America" (July 2023): AI could boost creative industry output by 20-50%, enabling 1.5x faster prototyping. McKinsey. Unity "State of AI in Games Report" (August 2024): 45% of studios report 30%+ efficiency gains from AI adoption. Unity. EY "How AI is Reshaping the Gaming Industry" (September 2024): 60% of game developers report AI-driven workflow improvements. EY.
McKinsey: Technical debt represents up to 40% of enterprise technology estate. Gartner: 40% of IT budgets spent maintaining technical debt by 2025. SnapLogic survey: $2.9M average annual cost for legacy tech upgrades. 70% of Fortune 500 systems built 20+ years ago.
J.P. Morgan "Alternative Investments 2025: Private Markets Outlook" (November 2024): Private markets positioned as key AI investment theme, with opportunities in AI infrastructure expected to drive growth. J.P. Morgan. PitchBook "Q1 2024 Analyst Note" (Q1 2024): AI capturing majority of VC value in tech/private markets. PitchBook. Bain & Company "Private Equity in AI: 2024 Outlook" (October 2024): AI startups trading at 18-25x revenue multiples vs. lower multiples for traditional firms. Bain.
a16z "Games Industry Survey 2024" (2024): 651 developers surveyed; 73% of studios using AI, 40% report >20% productivity gains, 84% adoption in teams <20 people. a16z. Unity/Newzoo "The Changing Landscape of Game Development" (October 2023): AAA budgets have ballooned to $200M+ average, team sizes growing 25% YoY.
Drake Star Partners "Global Gaming Report Q2 2024" (July 2024): Traditional gaming content companies trade at median 1.8-2.8x EV/Revenue. Industry standard for gaming M&A benchmarks. Drake Star
Transcend "The Future of AI in Game Development" (2024): AI-native teams achieve ~70% cost efficiency vs traditional studios, enabling 40-50% margins vs traditional 20-25%. At equivalent EBITDA multiples, this margin improvement implies 3-5x EV/Revenue vs 1.8-2.8x baseline.
Transcend analysis of PitchBook data: 92% of gaming exits via M&A; 70% are content companies.
Bain & Company "Video Games in 2024: The Year of the Reset" (February 2024): AI-enabled studios command premium valuations due to improved margins and development velocity. Bain
Stanford AI Index Report (April 2024, covering 2023 data): 280x cost reduction for GPT-3.5-level inference since 2022. Stanford. Epoch AI "Trends in AI Hardware Availability and Pricing" (April 2024): GPU rental prices fell 70% from 2022-2024, inference costs dropping to under $0.01 per 1K tokens. Epoch AI. a16z "The State of AI in 2023" (December 2023): Inference costs declined 90% since 2022, projected to drop another 50% by 2025. Cast AI GPU Cloud Pricing Index (Q4 2024): H100 spot prices down 70-80% from peak. Cast AI.
Historical baseline: Drake Star Partners "Global Gaming Report Q4 2023" (January 2024): Median gaming M&A at 2.3-3.0x EV/Revenue, with high-quality studios at 10.5x EV/EBITDA. Drake Star. AI Premium comparison: Bessemer Venture Partners "State of the Cloud 2024" (April 2024): Top-quartile AI cloud companies trade at 14-18x EV/Revenue. Bessemer. Projection: We anticipate AI-native gaming studios will command valuations closer to the "AI Premium" as category leaders emerge, decoupling from traditional gaming multiples.
Google DeepMind SIMA research: Video games as "proving ground" for AI systems. DeepMind senior researcher Jane Wang: "Games are a really great training ground." Intelligraph (2024): Top simulation games for training and testing AI agents.
Hartmann Capital GenAI Gaming Report Q4 2024: DeepMind Genie 2 limited to ~1 FPS, sub-minute stability. Game Developer (2024): Microsoft's most successful AI = enhancing processes, not replacing developers. ACM Queue: LLMs struggle with spatial reasoning and physical interaction.
GDC 2024 State of the Game Industry Survey: 49% of developers currently using GenAI in workplace; 84% "somewhat or very concerned" about ethics of GenAI; 35% uncertain or believe AI will replace their role. GDC. IGDA Developer Satisfaction Survey (June 2024): 55% anxious about AI, ~40% resistant to adoption; generational divide documented. IGDA. EA AI pilot: 200-employee petition against AI use (IGN, July 2024). IGN. CD Projekt Red statement on AI (IGN, March 2024): No plans to use generative AI for content creation. IGN.
IDG Consulting/Newzoo "Rising Costs in AAA Game Production" (September 2023): Development costs rose 22% YoY to $150-300M, driven by 30% larger teams. PwC "Global M&A Industry Trends" (2024): Gaming M&A at 8-12x EBITDA for traditional studios. PwC. KPMG "Global Gaming and Esports M&A Trends 2024" (November 2024): AI-enhanced gaming deals at 14x EBITDA, up 20% YoY. KPMG.
Gartner "AI Hype Cycle 2024" (July 2024): Only 11% of AI projects deliver expected ROI, with most in "trough of disillusionment" phase. Gartner. IDC "Worldwide AI Spending Guide" (Q3 2024): GenAI spending projected at $28B in 2024, with 45% project failure rate. IDC.
Wikipedia "List of largest video game mergers and acquisitions": Historical M&A data 1998-2025. Wikipedia
SuperJoost "Three decades of games industry consolidation" (2024): Analysis of private-to-public innovation transfer pattern. SuperJoost
USF "Returns of merger and acquisition activities in the gaming industry" (2004): Academic study on M&A returns and industry-specific barriers. USF
THQ Wikipedia: Case study of in-house innovation failure (11 studios, $100M+ uDraw loss, 86% stock decline, bankruptcy). Wikipedia
InvestGame "Global Gaming Deals Report 2024": $10.5B in 198 M&A deals; PE/VC exit dynamics. InvestGame
Fund III market analysis. Transcend portfolio company performance data.