Game developer Mark Rubin explains how companies should treat big-spending fans

Mark Rubin worked on Call of Duty games for nearly a decade. He was the executive producer for games like Call of Duty: Ghosts until early 2015. After he left, he experienced that surreal feeling of shifting from being the head of a 260-person game studio to being a fan.

Not only did he play Call of Duty games, as we wrote in part one of our interview — he also became a huge fan of Marvel Heroes 2016, spending a lot of money in the free-to-play online game. That’s how he came to the attention of David Dohrmann, the CEO of developer Gazillion. Dohrmann invited Rubin to join the company’s board of directors. Rubin is still in a state of semi-retirement from developing games, but we talked to him about the unique insights that he has both as a developer and a fan.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.