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    <description>Operator notes on AI that reaches production, from an operator-led build firm. Written by Patrick McGrath.</description>
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    <copyright>© 2026 Higher Agency</copyright>
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      <description>Two numbers on the screen disagree and nobody can say where either came from. Speed is the cheap half of an analysis layer. The expensive half has no screenshot.</description>
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      <title>Live ops after AI: what moved, what didn&apos;t, and what we stopped doing</title>
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      <description>A live-ops operator&apos;s account of where AI actually helped, where it didn&apos;t, and the player-facing 5% most studios chase by mistake. The value sat in churn, LTV, and event cadence, not in the calendar or the NPC.</description>
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      <title>The 7% problem</title>
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      <pubDate>Tue, 21 Jul 2026 09:00:00 GMT</pubDate>
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      <description>Half the game industry thinks generative AI is harming it, and only 7% think it is helping, down from 13%. What that means if you run a studio and still have work to get done.</description>
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      <title>When to hire a Head of AI instead of us</title>
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      <pubDate>Tue, 21 Jul 2026 09:00:00 GMT</pubDate>
      <dc:creator>Patrick McGrath</dc:creator>
      <description>A Head of AI runs about $500,000 a year once equity is counted. Three cases where you should make the hire, one where the hire is the wrong shape, and why a firm would tell you either.</description>
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      <title>Nobody checked the 95%</title>
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      <pubDate>Mon, 20 Jul 2026 09:00:00 GMT</pubDate>
      <dc:creator>Patrick McGrath</dc:creator>
      <description>The most-quoted statistic in enterprise AI comes from 153 survey responses, describes something other than failure, and is now used to end conversations it should start.</description>
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      <pubDate>Mon, 20 Jul 2026 09:00:00 GMT</pubDate>
      <dc:creator>Patrick McGrath</dc:creator>
      <description>Enterprise AI stalls in two places the pitch never mentions: the harness you didn&apos;t build, and the team that never picked it up.</description>
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