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    Home»News»Review»“How To Make A Killing” Fun But Forgettable Get Rich Quick Scheme [review]
    Glen Powell, "How to Make a Killing" A24
    Review

    “How To Make A Killing” Fun But Forgettable Get Rich Quick Scheme [review]

    Derrick MurrayBy Derrick MurrayFebruary 18, 20266 Mins Read
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    Loose adaptions can be hit or miss, but I often favor ones that put the loose front and center over direct, unnecessary remakes. It can allow a filmmaker to give us a different take on a familiar story, adding their own visual flare and new ideas that aren’t tied to improving upon the original but merely reimagining them. Unfortunately for “How To Make A Killing,” it does neither. And worse, it removes all of the strengths of its inspiration, leaving you with nothing to remember and nothing to really say for itself.

    It’s not bad by any stretch, but it’s certainly no “Kind Hearts and Coronets.” There’s no replacing Alec Guinness playing 8 different characters and you’d be quite foolish to even attempt to do so even with your leading man’s affinity for costumes and disguises. But “How To Make a Killing” removes all sense of wit and whimsy that makes this satire of the rich and pursuit of wealth so intriguing, leaving it with very little commentary on its own framework and not really saying anything at all about the 1 Percenters it’s supposedly mocking.

    Glen Powell “How To Make a Killing” A24

    I’m a huge fan of “Emily the Criminal,” a taut, gritty thriller that has plenty to say about the workforce economy and the struggles of the hustle in America. John Patton Ford has proven to be a capable writer and director, but his “How To Make A Killing” follow up feels like a regression. It’s not really dark enough to be a satire or comedy, not engaging enough to be a thriller, and sadly not really much of anything to stay with you when the lights go on in the theater. This is all really harsh, but it’s important to note the flaws before we dive into what works. Because what works is people working overtime to make it so, desperately trying to elevate material that just simply isn’t there. Ford should be treating a simple premise like “How To Make A Killing” like a playground, having a blast building new sand castles in a sandbox. Instead, he opts to stick to convention without variance, staying way too true to the working title and offering little to no surprises.

    Margaret Qualley “How to Make a Killing” A24

    It is indeed, “How To Make A Killing.” The film follows Becket Redfellow (Glen Powell), the bastard son and disowned heir to the Redfellow fortune somewhere in the ballpark of $28 billion. Resting on the dying words of his mother to never stop pursuing the life he deserves, he decides to start removing heirs off the list to better his chances and thus begin his climb to the top, knocking off cousins, aunts, and uncles one by one. Of course there’s a surprise love interest in Ruth (Jessica Henwick) and a classic femme fatale in Julia (Margaret Qualley) and a real father/son relationship with his uncle Warren (an ever reliable Bill Camp), all of which come between him and his pursuit of of the good life. The amount of fun and noir and cat and mouse that is baked into the premise of “How To Make a Killing” are endless, so it’s a shame that Ford chooses none of them and ultimately plays it as safe as he possibly can.

    Glen Powell “How to Make a Killing” A24

    I think we need to have a talk with Glen Powell and get him away from projects that require him to carry films on his back uphill both ways. His effortless charm and uncontainable magnetism are enough to barely drag this bare bones outing across the finish line. “How to Make a Killing” doesn’t work at all without Powell giving it everything he has, and frankly I’d like to see him not have to do that constantly. It’s not even that he’s not used correctly; it’s the perfect kind of role for him as a softer Patrick Bateman-esque nobody killing his way to the top of the food chain. But all throughout “How to Make A Killing” you aren’t really rooting for Beckett as much as you’re just enjoying Powell onscreen, and because there really isn’t a conclusive takeaway by the end of it all there isn’t a protagonist. Just a really charming performer overdosing on charm in a performance.

    Margaret Qualley “How to Make a Killing” A24

    “How to Make a Killing” does give us Femme Fatale Margaret Qualley, something I didn’t know I needed in my life until now. She’s used a little too sparingly here, but I can forgive that because whenever she’s deviously scheming its a real treat. Topher Grace as a grifter mega church pastor is pretty fun, and I’ll never scoff at a Bill Camp appearance, either. The star power is enough to make “How To Make a Killing” a fun watch in the moment, I just wish Ford would’ve taken a few more risks with the material. I was left asking what am I supposed to get from this? Is money the root of all evil but we should hoard it anyway? Absolute power corrupts absolutely? Money can’t buy happiness but also yes it can? “How to Make a Killing” is thematically confusing and wouldn’t be if it were actually the satirical dark comedy it was clearly pitched as.

    I kept waiting for it to kick into high gear and get me to lean forward and lock in, but it never came. It’s even visually flat, never once diving into its noir aesthetic that could’ve at least given us something interesting to look at outside of Powell’s hulking shoulders and Qualley’s long legs. Again, I’m not complaining about either of those things, but that alone does not a movie make. “How To Make a Killing” is potential squandered, doing just enough to get by but not enough to really leave its mark.

    It’s such a shame because I wanted to be over the moon for this one. You simply can’t put Powell and Qualley in a movie and not expect me to be seated at the earliest convenience. But once “How to Make a Killing” starts, I’m gonna need more than star power to STAY seated and unfortunately it didn’t quite get there.

    “How to Make a Killing” was more disappointing than anything, making good on its promise of star power but not much else. There is fun to be had, just not enough.

    Please put Qualley in a black and white neo-noir crime thriller. This is casting perfection and I need more of it immediately.

    Rating: 3 out of 5 Stars

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    Derrick Murray
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    Derrick Murray is a Los Angeles based stand up comedian, writer, and co-host for The Jack of All Nerds Show.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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