The Leading Game
Consistent Results Training
Turn your leadership group into an aligned decisive leadership team, which your development team deserves, so they ship their dream game.
The problem
Does this sound familiar?
Slipping deadlines, reopened decisions, redesigned features, waiting for approvals, endless iterations without convergence, losing the best talent.
These are fixable.
How it works
Built to fit your team, not the other way around
This isn't a shelf you order from. It's nine modules, each addressing a specific breakdown — communication, decision-making, direction-setting, conflict, psychological safety, learning systems — and a starting point for a program we build with you.
01
Cherry-pick what your team actually needs.
If your producers are strong on direction but avoid hard conversations, we run "Say the Thing" and skip the rest. If a new layer of leads just inherited authority they don't know how to use yet, "Who Decides" and "Leading Without a Map" might be the whole program.
02
Scaled to your calendar.
Run one module as a single working session, or combine several into a multi-month cohort. The format adapts to what your team can actually commit to — not the other way around.
03
Don't see it on the list? We'll build it.
These nine modules cover the breakdowns we see most often in game teams. If your studio has a specific gap that isn't here, new modules get built on request, from the same games-industry grounding as the rest.
The modules
Nine modules to start the conversation
Treat this as a menu, not a syllabus. On the call, we map it to what's actually breaking on your team — which modules to run, in what order, and whether anything here needs a tenth built alongside it.
- 01
You Are Already Leading
Foundation
You leave with a toolkit you're excited to use and the awareness to choose your actions deliberately.
- 02
Read the Room, Read Yourself
Emotional Intelligence
You develop the capacity to read yourself and others accurately under pressure — so your emotions become information you use, not something that hijacks you.
- 03
Make It Land
Communication
You move from communicating by default to communicating by design — choosing the right message, the right channel, and the right moment, whether you're speaking to one person or a hundred.
- 04
Say the Thing
Conflict & Difficult Conversations
You stop avoiding the conversations that matter most. You gain the tools to enter conflict with curiosity and leave it with clarity — and with relationships stronger than before.
- 05
Leading Without a Map
Influence and Authority
Your leadership reach extends beyond your title and your team — upward, sideways, and across the org. You influence, develop, and challenge the people around you, not just direct them.
- 06
Why Teams Go Quiet
Psychological Safety
You build the conditions where your team can do their best thinking and their most honest work — because you now know exactly what creates safety and what destroys it, and you act on that knowledge every day.
- 07
Where Are We Going
Vision & Direction
You go from executing a vision to holding one. You define where the game is going and make it real for everyone building it.
- 08
Who Decides
Decision-Making & Delegation
You stop being the bottleneck. You build a team that makes good decisions at every level — knowing when to delegate, when to commit, and when to escalate.
- 09
Make Progress Stick
Learning, and processes
Without a learning system, mistakes repeat, lessons disappear, and execution depends on heroes who won't always be there. You build the structures that make your team's knowledge stick, so the whole team gets better — not just the people who were there last time.
Who it's for
For the people actually running production
Leads
who are making calls beyond their title and need the judgment to back it up.
Directors
holding a vision and needing the whole team to actually build toward it.
Producers
absorbing pressure from every direction and needing to stop being the single point of failure.
HR / people teams
supporting studio leadership and needing a program grounded in how game teams actually work, not adapted from unrelated industries.

Why from games
Built from game development, not adapted to it
Most leadership training gets written for a different industry, then loosely retrofitted with a "sprint" or "playtest" reference and called games-relevant. This one didn't start that way.
Lukacs Racz spent close to two decades in game development — as a programmer, a producer, and in leadership roles — before founding The Leading Game. Every module comes out of problems he's actually seen inside studios: leadership layers disappearing without a plan to replace them, teams absorbing more responsibility without more authority, decisions stalling because no one owned them. That's also why no module list here is final — the studios he's worked with never had identical problems, and yours won't either.
Founding studio engagements
Preferential terms for a small group of early collaborators.
I'm taking on a limited number of engagements in exchange for close collaboration and honest feedback. If your leads need development built for games, or a project needs a focused outside read, let's talk.
Let's build it together
There's no fixed package to buy off this page. Every program starts with a short conversation about where your team is actually stuck — then we scope the modules, the cadence, and whether anything needs to be built from scratch, together.