Tencents Strategic Reinforcement: Transforming Techland, Funcom, and Sumo Digitals Futures

The Chinese giant **Tencent** is increasingly influencing the strategy of its owned studios, including **Techland**, **Funcom**, and **Sumo Group**. According to a report by [Bloomberg](https://www.bloomberg.com/news/articles/2025-12-09/tencent-goes-hands-on-to-reshape-10-billion-global-games-empire), as stated by the head of the gaming division, **Michelle Liu**, this involvement is not about controlling creativity but rather about providing assistance with finances, production, and hiring.

Following its acquisition of a controlling stake in **Techland** for $1.6 billion, **Tencent** sent a team of specialists to support the Polish studio on-site. Subsequently, they invited **Techland**’s CEO, **Pawel Marchewka**, to their headquarters in Shenzhen to discuss pricing strategies for **Dying Light: The Beast**. The game was ultimately released as a full-priced title at $60, despite originally being planned as DLC for **Dying Light 2: Stay Human**. **Marchewka** emphasized that the company benefits from having additional perspectives that enhance the product.

**Tencent** similarly influenced the trajectory of **Funcom**. The company insisted that the Norwegian studio focus solely on **Dune: Awakening**, advising them to discontinue other projects. **Funcom**’s CEO, **Rui Casais**, remarked that the guidance was straightforward: if there’s a strong license, they should fully invest in it. As a result, **Funcom** reduced its workforce and shut down its subsidiary, **The Outsiders**, which had previously released the well-received rhythm shooter **Metal: Hellsinger**.

A similar strategy was applied by **Tencent** with **Sumo Group**. Rather than launching new franchises, the company encouraged the studio to revert to contract work, an area where the team traditionally excels. One outcome of this strategy was **Sumo**’s involvement in developing seasonal content for **Warframe**, which led to a notable increase in revenue for the online action game, even 12 years post-release.

Representatives from **Tencent** emphasize that creative decisions remain with the studios. **Michelle Liu’s** colleague, **Juno Shin**, stated that the company’s role is one of support, not pressure. They believe that creative professionals don’t always need to be experts in finance and production management—that’s where **Tencent** is willing to lend its support.

**Liu** and her colleagues’ views align with statements made by **Tencent**’s Vice President **Yong-yi Zhu**, who has previously mentioned that the company aids studios with budgeting, technical assistance, and global marketing.