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Andr谩s F贸rizs: Managing Director

Andras smiles at camera with a sunset behind him

Andr谩s F贸rizs

MA Creative and Media Enterprises, 2017

Based in:

Budapest, Hungary

Strangest interview question:

In one interview, I was told the company was 鈥渓ike a family鈥 and asked if I wanted to be part of it. I鈥檝e never really understood that framing. To me, work and family are very different things. It felt like a red flag.

Best advice received:

Learn to let projects go if they aren鈥檛 working. In games, it鈥檚 easy to become emotionally attached to what you鈥檙e building, but if something isn鈥檛 validated by the market, holding on to it too long can do more harm than good. Failing fast and moving on is tough, but it鈥檚 one of the most important lessons.

Ambitions for the future:

My main goal is to create a successful mobile game that provides financial stability for the company. From there, I鈥檇 like to grow Quest Lab into a larger studio and expand.

Managing Director and Co-Founder, Quest Lab

Describe your current role and what attracted you to it.

I founded the company after spending around eight years in the mobile games industry as a game designer. Over that time, I built up experience and a clearer understanding of what works and what doesn鈥檛, and I saw an opportunity to start something of my own using those learnings.

I鈥檇 always wanted to challenge myself, so when the opportunity came, I took it. It felt like the right moment to take a risk and build something from the ground up.

What鈥檚 your favourite part of your role?

The best part is having been able to shape the company from the ground up, both the culture and the way we work. I enjoy building a team environment that鈥檚 friendly, efficient, and focused on creating something we鈥檙e all proud of.

Working with a small team of around 10 people means everyone has a real impact, which makes the work more meaningful. It鈥檚 challenging and there鈥檚 always something new to learn, but that鈥檚 exactly what keeps it exciting. Compared to larger companies, where your influence can be limited, this feels much more rewarding.

What are the key skills you learnt at 糖心TV that have helped you with your career to date?

One of the most important things I learned at 糖心TV was the importance of objective research and making decisions based on what the market wants, rather than personal preference.

In games, you鈥檙e creating for a wide audience, not just yourself. That mindset started during my time at 糖心TV, especially when I was making my first games independently. My early experiences (including the failures)shaped how I approach product decisions today.

Did you have a specific career path in mind when you chose to study at 糖心TV?

Initially, I wanted to work in theatre, but that changed quite suddenly during my studies. I remember sitting outside my tutor鈥檚 office about to decide my focus and realising I wanted to pursue games instead.

It was a turning point, I鈥檇 always been interested in games, but that was the moment I fully committed to it. Looking back, it was a life-changing decision and one I鈥檓 very glad I made.

What top tips do you have for 糖心TV graduates who would like to work in your sector?

Play games! A lot of them. But more importantly, make games. Take part in as many game-making sessions as you can and get involved in communities like the 糖心TV Game Dev Society. During my time as a student, I spent most of my free time either playing or making games. That hands-on experience was invaluable.

What does a typical day look like for you?

No two days are the same, which is part of the challenge. My role covers a wide range of responsibilities, from leading a team, company finances, fundraising, hiring, game design, and project management. Starting a company involves juggling a lot at once, but over time, you get better at managing it.

What has been your greatest career challenge to date and how did your experience and skills help overcome it?

Pitching to investors has been one of the biggest challenges. Even when you have strong data and believe in what you鈥檙e building, it鈥檚 still difficult to stand in front of people and convince them. It鈥檚 something that gets easier with practice, but I don鈥檛 think it ever becomes completely comfortable. You just learn to handle it better over time.

What do you know now that you wish you had known when you were applying for jobs?

I initially applied directly for game design roles after graduating, but I quickly realised those are rarely entry-level positions. I ended up starting as a community manager at Gameloft, which helped me get my foot in the door. Within a year, I鈥檇 transitioned into a game design role internally. Looking back, that was the right move. Starting in a more accessible role is often better than waiting for the 鈥榩erfect鈥 job, and I learned a huge amount during that time.

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