PM Studios CEO Reflects on 20 Years in Gaming: From Arcade to Digital Distribution

Back in 2008, I became part of the dynamic team at PM Studios, a company that’s been a game-changer in the industry ever since. We’ve collaborated with countless developers, backing indie gems like My Time at Sandrock and blockbusters such as Black Myth: Wukong. From developing our own games like Dragon is Dead to co-publishing efforts, we’re versatile enough to adapt to the digital distribution era while still maintaining strong retail ties.

At the recent LvL Up Expo held in Las Vegas, Nevada, Game Rant had an opportunity to chat with Michael Yum, the CEO and founder of PM Studios. During our conversation, we delved into his background, his collaboration with LvL Up Expo, among other topics. For your convenience, this transcript has been shortened and clarified.

PM Studios Has a Long History

Q: Can you tell me a little bit about PM Studios?

Back in the day, around 20 years ago, I began as a game developer, creating a modest title known as DJ Max. Initially, I struggled to find a publisher for this game. So, I took matters into my own hands and self-published it instead. The game gained significant traction following its release. Since then, I’ve faced numerous challenges within the industry, but managed to navigate through them by doing freelance work, aiding other developers, and eventually, publishing their games as well.

Currently, our team not only creates but also releases games; we also collaborate in publishing and distributing other games. Needless to say, it’s a busy time for us!

Q: With that 20 years’ experience, what do you think has changed the most in the industry?

Our company seems to be doing relatively well compared to others today, I believe, mainly due to my background from an era before digital dominance. I was once a game distributor, you see. Nowadays, the market is oversaturated with digital games, but when we physically distribute our games in retail, it opens up a fresh revenue stream that many overlook or are unaware of how to exploit. It’s a challenging process to get physical games into stores, and there’s more risk involved, but since fewer games are available in retail, you have a greater opportunity for visibility and sales.

Indeed, we’ve been assisting other game publishers and developers in distributing their games through retail channels as a partner or shared publisher.

Q: When you’re looking at games for publishing, what are you looking for? What stands out?

Instead of selecting particular genres such as action or racing games, we aim to assist everyone equally. If the game catches the interest of retailers and they agree to sell it, we make every effort to support them in its distribution. However, due to limited resources, each game must undergo a minor evaluation process beforehand.

When will this game be released? How long until it’s ready? Will they complete the game on schedule or not? Essentially, those are the initial questions, correct? If it aligns with our production timeline and seems suitable for release, then we test it out.

The group decides if they enjoyed it or not. If only one person liked it while everyone else disapproved, that individual gets to argue for their preference during the game. Aren’t we all engaged in the battle for these games, trying to persuade each other as well?

After becoming fond of a game, we need to persuade the developer and publisher to consider our project over others. If they appreciate our approach and our work, then hopefully, everything will fall into place. We make our selections based on this dynamic, and indeed, we don’t focus on any particular genre specifically.

Q: When you look at the upcoming games that you have, what drew you to each of those?

It’s common knowledge that many people enjoy Nintendo products, isn’t it? Interestingly, there are avid Xbox enthusiasts who express disdain for all things Nintendo. We decided to try out a game called Pipistrello and the Cursed Yo-Yo due to its appealing gameplay.

We have a deep affection for Zelda, particularly the classic version, so when we played this game, it felt as if they truly understood what made those games unique, entertaining, and timeless, yet managed to modernize that essence. I can’t think of anyone who didn’t appreciate it, not even Xbox enthusiasts. Consequently, we decided to try this one out and reached out to the developers.

After that, there are titles similar to Black Myth, which everyone seems to be eagerly anticipating. In the past, during presentations, the question was whether we were suitable and if our approach aligned with theirs. Essentially, it was a test of our professionalism. Fortunately, we managed to impress them with our abilities.

While it might seem like we acquired them all through the same method, each instance has been distinct and unusual in its acquisition process. Indeed, we’ve been fortunate to have experienced such a diverse range of games.

A: Of all the games I’ve played recently, Dragon is Dead left the strongest impression on me. Would you mind sharing some insights about this particular game?

It turns out that this game was created by an in-house team, who happened to be fans of Diablo 2. Instead of creating a Diablo-style top-down RPG due to limited resources, they decided to develop it in their own sprite-based style. The aim was to create a 2D version of Diablo, which is what this game ultimately became.

It’s taken a while, but that’s how it came about.

Q: We’re here at LvL Up Expo. What stands out to you the most about the convention?

For some time now, I’ve been acquainted with the proprietor of LvL Up, who possesses a wide array of anime, eSports, cosplay items, toys, and more – essentially, various aspects of pop culture. However, game publishers and studios haven’t typically been present, have they? For years, we’ve discussed the idea, and our shared desire has always been to blend gaming culture with all these elements.

Instead of saying “The best way to do it was I committed to presenting ourselves here,” you might consider rephrasing it as “I made a commitment to showcase our presence here effectively.” To make our presence more substantial than just being here, didn’t we agree? I reached out to all our associates, partners, and co-publishers, inviting them to join us. Gradually, we managed to attract numerous game development companies, resulting in a significant and dedicated video game segment.

Q: LvL Up Expo is pretty new, right? Compared to other conventions.

This event is quite fresh, but take a peek at this year’s setup; you’ll find well-known brands such as Pokemon, Netflix, Crunchyroll, among others, present. They’ve retained their initial vendors too, and now there’s an expansive arcade zone with numerous gaming companies. I expect it to become more popular and grow in the future with wider recognition.

Indeed, our aim is to lend a hand in any way possible when it comes to fostering the world of video games, isn’t it? I believe this situation provided us with an exceptional chance to contribute to their cause.

Previously, I brought up the topic of gaming culture. In simpler terms, what do I mean by gaming culture? It refers to the shared practices, values, and attitudes that are characteristic of a group of people who participate in video games or other forms of play, often including aspects like community, competition, creativity, and escapism.

For me, the culture of gaming encompasses our shared passion for digital entertainment. It’s not limited to specific titles like Fortnite or eSports; it extends to various genres such as anime games, racing games, indie games, AAA games, and more. Essentially, it’s about anything that people find enjoyable in the realm of interactive digital media.

A: Looking back at the last two decades of my career, it’s not just about the changes we’ve witnessed, but also about the achievements that make me feel particularly proud. Can you tell me what you are most proud of from the past 20 years?

It’s amusing to see this event featuring a game we developed two decades ago. Playing it now reminds me of how I managed to keep up with various gaming trends throughout the years. This vintage arcade game has journeyed through different platforms – from arcade machines, to consoles, mobile devices, free-to-play models, and finally PCs. It’s fascinating to see the transformation from manufacturing large arcade cabinets to distributing games digitally over time. I feel a sense of accomplishment and resilience knowing that both the game and I have endured so long and managed to adapt accordingly.

Most of the old-school arcade enthusiasts I’ve met have struggled to adapt, and many have moved on. I’m quite proud of the fact that I was able to stay in the game.

[END]

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2025-04-30 22:06