Tom McQuillin

Tom McQuillin has been in gaming for most of his career, first at Xbox in product marketing and product strategy and now at Facebook.

7+1

Founders Keepers

7 QUESTIONS

interviewed by

Torsten Oppermann

bio

Tom McQuillin has been in gaming for most of his career, first at Xbox in product marketing and product strategy and now at Facebook. He worked on Xbox Live, the launch of Xbox One and titles such as Tomb Raider, Halo and Gears, before he moved to Facebook. Tom joined to launch Oculus Rift in Europe and now leads a retail marketing team responsible for all Facebook hardware. Tom says he doesn’t have a tattoo, but if he did, it would probably say “EAT, SLEEP, MINE, REPEAT.”

1

You have been in the games industry for some time. And you have seen many trends come and go. From the beginning of your carrier to today: What has changed most positively in the industry and what bothers you about the current situation?

The most positive change in my view is the progress that gaming has made from an entertainment genre dominated by men, and typically young men, to one that appeals to and caters to a much more diverse audience. I remember when gaming overtook movies in the race to become the largest entertainment industry in terms of revenue; and I felt this was a big step. But in truth, video gaming at that time, around 2010 I guess, set out to appeal largely to a male audience and most gaming hours were generated by young men. Things are markedly different now – and there has been a surge in female gaming during the pandemic – but there is still a very long way to go.

The stereotypical gamer is still perceived as young and male, and most surveys show that gaming has a heavily male dominated audience, but the whole industry is behaving in a more diverse way. Many more senior exec positions are occupied by women now and diverse characters in games have greater depth and are more varied which is great to see. Oculus is seeing many more women come into VR with more women using Oculus Quest 2 than any of our previous headsets. Again though, there is still a lot of progress to be made.

The replacement of physical discs with digital games has probably been the biggest technological change. When I started working in gaming, physical games ruled and it took a long while for digital to overtake. But the shift has been more rapid over the last few years, and I haven’t bought a game on a disc for quite a while now. Since music led the way, it was a trend that was seen as inevitable. For me it is a positive shift because it has unlocked so many new business models and allowed publishers to experiment more.

Of course, the biggest area of excitement for me is VR gaming and it seems pretty obvious to me that the level of immersion offered by VR/AR means that it will become the dominant gaming platform in time. Since Oculus launched its first headsets, the tech has come on so fast that the barriers to VR gaming becoming mainstream have largely been eroded. VR has the power to transform how we experience so many different types of content and is now decidedly delivering on the expectations that have built up since it first appeared.

2

Which key learnings in marketing can other industries draw from the games industry?

My mantra as a marketeer is that whatever we do and however we talk to consumers, we need to bring a sense of excitement and innovation to the table. Working in the gaming industry entails bringing the best entertainment to a passionate audience who demand escapism, diversion, and fun. Getting a consumer’s attention for an extended period can be costly but is a lot easier if you make the experience unique and memorable.

Building on this, when we launched Oculus Rift, we focused a lot on experiential marketing – simply giving people the opportunity to trial VR. Offering people the chance to try something they’d never encountered before was thrilling for us as a brand and for our customers too. The opportunity to afford people a first-time experience doesn’t come around too often, but if you are able to, you’re going to create a magical and lasting memory.

3

Who are your role models in the industry? Is there anybody? And if so why?

One of my role models is a former boss who I worked for at Xbox. I won’t name him, but he was heavily involved in inventing Xbox Live and he was one of the most impressive senior business people I have ever encountered. He taught me a great deal in a short space of time – primarily by precision questioning anything that I presented to him – but he also helped further my career by guiding me towards positive choices.

4

How did the marketing & promotion of games change in recent years? Where are we headed in games marketing in the next years to come?

I’m going to take a longer-range view here than I would normally but bear with me. I think the cost of creating games is going to fall dramatically over the next few years and the quality and size of games will also make some leaps forward thanks to AI. I think therefore that in time, we’ll see a much larger number of games launched each year. I expect most games to be cross-platform and there to be fewer exclusives. This will present new challenges around marketing and promoting games.

That said, I think that blockbuster game launches will continue, and I think that the art of storytelling in games will become increasingly enhanced. This is an area where gaming can learn more from the movie industry – Hollywood creates amazing stories and fantastic characters, and the gaming industry is using that playbook to bring to life deep character stories in even more exciting ways. Investment will be needed here so the cost of creating these blockbuster games won’t come down. I think this will offer unique and exciting ways to introduce gaming to new audiences and marketeers will have the opportunity to expand and iterate on these stories with exciting and creative marketing campaigns. 

5

You’ve already talked a bit about VR gaming – what excites you the most about the future of virtual reality?

The gaming side of VR is obviously full of promise, and I can’t wait to see all the fantastic new titles that come out over the next few years. I’m equally excited about the potential of VR to transform other industries too, though. VR uniquely immerses you in a scenario and through that experience you can understand, feel, and learn so much more completely.

VR can safely put you in a situation that you otherwise wouldn’t be able to experience for real – you can virtually stand in someone else’s shoes and get a pretty good sense of what that is like. This can be a great way to develop more empathy and understanding and there are so many examples of where this is valuable – understanding discrimination, loneliness, dangerous situations, experiencing nature, visiting the inside of an Egyptian pyramid – the possibilities are endless. I’m excited to see how this develops in the future.

6

The media landscape has changed massively in the last ten years. However, PR is still one of the most important communications tools in the games sector. Where do you see PR in the next five years, what will the challenges be?

I think that PR has changed a lot in the last 10 years as well, although I think it’s true that, historically, PR hasn’t been a fast-moving industry! I think you are right that it will continue to be a super important tool within the games sector. Gamers love a big launch moment and engage with gaming brands with fierce loyalty. Today’s news is delivered via social though and so it feels like press releases need to have a 280-character limit.

I think gaming will continue to provide immensely PR-able moments though with celebrities, streamers and influencers all playing a big part and I’m excited about what’s coming – but watch out for the rise of micro-influencers as peer-to-peer recommendation and authenticity and relatability become increasingly important factors in consumer choice.

7

Bonus question: Which project / topic in your job were you particularly proud of?

I have to say that it’s the Truck Tour that we worked on together to launch Oculus Rift in Germany. There were some significant technical challenges and a lot of tough decisions to make, but seeing an idea brought to life and driving around Germany was really awesome. It ties in to our earlier discussion about how gaming is leading in marketing initiative innovation, and it also brought a lot of fun to a lot of people! I also launched one of the Tomb Raider games (a great female lead character there!) and the marketing won a bunch of awards which, I have to say, was pretty cool.

Founders Keepers

All about Marketing in Games and Tech.

Treasures and Insights

from leaders in tech and gaming around the globe

Frank

Hennig

Frank is a seasoned leader in the IT industry with over 30 years of retail, partner, solutions and cloud transformation experience in sales and marketing.

more

Heiko

Klinge

Heiko Klinge began his industry career in November 2000 as a trainee at GameStar. Today he is the editor-in-chief of the biggest PC gaming website in Germany.

more

Peter

Stock

Peter Stock is responsible for the strategic purchasing within the organization of Microsoft Deutschland GmbH as well as within the sub-areas in Austria and Switzerland. 

more

Fabian Mario

Döhla

Fabian Mario Döhla is Head of Communication at CD PROJEKT RED, the studio behind The Witcher games and Cyberpunk 2077.

more

Tom

McQuillin

Tom McQuillin has been in gaming for most of his career, first at Xbox in product marketing and product strategy and now at Facebook.

more

David

Miller

David Miller has worked in and around the video games industry for over 25 years. He started out in marketing and currently acts as Head of Games for War Child.

more

Leya Jankowski

Leya Jankowski is editor-in-chief of MeinMMO, Germany’s leading multiplayer site. She is the person in charge of content and content strategy.

more

Philipp Walter

Philipp spent ten years in the sporting goods industry, five of those at adidas. Now Philipp is a founder himself and CEO of Gamers Academy.

more

Chris Van der Kuyl

Chris van der Kuyl is one of Scotland’s leading entrepreneurs working across various industries. His company 4J Studios brought Minecraft to consoles.

more

Ingo Horn

Ingo Horn is founder of Gaming-Aid e.V. and Letsplay4Charity e.V. as well as Communication Director Europe at Wargaming. He began his career as a local newspaper editor.

more

Funda Yakin

Funda Yakin has been working for agencies, publishers and on the industry side in marketing for nearly 20 years.

more

Michel Bonetti

Michel Bonetti is product manager at Orange and was active in countless sectors, keeping the business development as a constant point of interest.

more

Petra Fröhlich

Petra Fröhlich worked as editor-in-chief at PC Games for more than a decade until she eventually founded GamesWirtschaft, her very own news portal about video games.

more

Daniel Bollers

“Daniel is one of the most successful sales allrounders for consumer electronics. We’ve known each other for over 10 years now and his insights and teachings are always a true source of inspiration for me!”

more

Hendrik Lesser

„I know Hendrik not only as a games industry veteran, but also as a member of the global Entrepreneurs’ Organization to which we both belong. He has built a little empire comprised of game developers. I really appreciate his entrepreneurial spirit.”

more

David Clark

“David and I go way back to the good old times at SEGA. He played a fundamental role in shaping the games business in the UK and has a ton of experience in all areas of marketing. Currently, he is building bridges between Europe and Asia for games publishers.”

more

Thorsten Hamdorf

“I’ve known Thorsten for nearly twenty years and worked closely with him. He is a really knowledgeable marketing man.”

more

Wim Stocks

“Wim is a seasoned executive in the video games industry. I met him when we worked for Atari many moons ago. He is a renowned expert in the interactive entertainment industry.”

more

Tom Dusenberry

“Tom was my boss in the nineties when I worked at Hasbro. He founded the gaming division ‘Hasbro Interactive’ and made a bunch of bold and disruptive decisions. His vision was to become as large as Electronic Arts. Unfortunately, Hasbro sold the gaming division. I bet today it would have been as big as EA.”

more

Maxi Gräff

“I’ve been following Maxis career for some time now, ever since her time at IDG where she worked for GamePro and GameStar. She started playing around with YouTube early on, knows the video games industry inside out and is working for Microsoft since 2015. She’s an advocate for the industry and especially for equal rights. That’s amazing!”

more

Philipp Hartmann

“In the past six years, Phillipp set a lot of things in motion over at Microsoft. He didn’t just support the reconstruction of the brand and the transition of stationary commerce, he shaped it.”

More

Trip Hawkins

“There are very few super entrepreneurs who defined the video game industry from the start. While Nolan Bushnell shaped the hardware, the one and only Trip Hawkins defined the software. He is the founder of Electronic Arts! He made developers rockstars! No more words needed. His career speaks for itself.”

More

David Perry

Perry started in Northern Ireland working on the Sinclair ZX81 (early 1980’s), he moved to England from high school, ending up with a #1 hit for Teenage Mutant Hero Turtles. 

More

Caroline Miller

Founder and Managing Director at Indigo Pearl, an award-winning PR and asset management agency specializing in video games. Caroline founded Indigo Pearl in 2000 and prior to this worked in-house within the games industry. 

More

Boris Schneider-Johne

Boris Schneider-Johne, born in 1966, helped shape the early years of games culture in Germany. He is a true legend.

More

Volker Prott

Volker Prott, a man for marketing and media. After studying media economics, Volker first worked in the world of media agencies and then joined Electronic Arts (EA) in the media and marketing departments.

More

David

Gardner

David started his career in computers at the age of 13 when he used his paper route savings to purchase an Apple II computer in 1978. He was a global leader and shaped EA and Atari, before becoming an investor in the most valuable Gaming companies on this planet.

More

Thomas Mey

My name is Thomas Mey. I have been earning my bread and butter in the trade since completing my apprenticeship as an electrician. That was a good 30 years ago.

More

Michel Wedler

Long-standing executive and expert in purchasing & product management and sales in retail for entertainment products, especially in the areas of music, film, games, consoles, accessories, merchandise, and toys. 

More

Oliver

Menne

Oliver Menne started in the games industry at the end of the 80s, at the time of the Commodore 64. He runs Eurogamer in Germany today.

More

Hans Ippisch

Hans Ippisch’s professional career began in 1986, when he signed his first contract as a game developer at Rainbow Arts at the age of 16. Today, he heads up Intellivision Europe.

More

Mike Steup

Mike has 25 years of experience in management, sales & marketing, and product development. He is the king of peripherals and recently launched an amazing Kids tablet with Disney.

More

Read more!

Before you continue

We use cookies to improve site functionality and to provide you with a better browsing experience. Detailed information on the use of cookies on this site is provided in our privacy policy. You may decline consent or make specific choices by clicking "Show cookies"

Show Cookies