#Game development
Balatro dev talks burnout and joy on Discord
The world of card game development often moves at the speed of a sprint, but sometimes, the most fulfilling creations
Building Rocket Boy MindsEye nears closure
The digital world often celebrates the pursuit of creativity, but sometimes that pursuit ends in a spectacular crash. The story
Witcher 3 producer fears working with another studio
When discussing the future of epic fantasy worlds, the conversation often turns to the titans of the genre. Amidst the
WoW won’t get SoD zany class design yet
World of Warcraft: Forever Takes a Measured Approach to a Timeless Evolution When Blizzard unveiled World of Warcraft: Forever, the
Help Skyblivion explode with launch hype
The digital world of modding is a landscape of endless creativity, but sometimes, even the most ambitious projects face the
Harvey Smith on big-budget immersive sims
In the high-stakes world of AAA game development, where budgets loom large and expectations skyrocket, a fascinating debate is brewing
Redfall director blasts Arkane’s GaaS game idea
There are games that define eras, and then there are games that serve as cautionary tales. Redfall, an open-world multiplayer
Moss Duology Polyarc Studio Shutting Down
The gaming world is currently grappling with a significant chapter closing, as the studio Polyarc has announced the end of
Blizzard reveals StarCraft shooter trailer
The long-awaited return of a legendary franchise is finally on the horizon. Blizzard has officially dropped the bombshell at BlizzCon
Saber claims no more development in North America
The landscape of massive video game development is undergoing a seismic shift, moving away from centralized hubs and embracing a
Palworld chief worries early access lost meaning in hyper-casual gaming
The promise of early access on platforms like Steam was once a beautiful symbiotic relationship between creators and players. It
Banjo-Kazooie prototype appears online for preservation
There is a unique thrill that comes from diving into the rough drafts of game development. For many enthusiasts, there
Cerny and Keighley announce Nova Games Foundation
The video game industry, a vibrant landscape of creativity and innovation, often comes with a complicated reality. For many aspiring
Tim Schafer on taking Double Fine indie: “Asha won’t shoot my dog”
When the corporate waters get choppy, sometimes the most creative decisions are the ones that lead to a glorious, independent
The Blood of Dawnwalker sequel hiring
The Next Chapter is Already Being Written: The Blood of Dawnwalker Sets High Bar for RPGs In the rapidly evolving
Riot MMO’s bright future costs brave knights lives
The gaming world often settles into a state of watchful anticipation, especially when major studios make seismic shifts. Following the
Competing against everything not just games
After years of ambition, a somewhat shaky launch, and a noticeable lack of overall momentum, the future of Riot’s tag
Samson is coming to consoles with an update
Every game launch is a gamble, often brimming with staggering ambition that, in the end, tests the limits of its
The Blood of Dawnwalker sold 1 million copies in 3 days
In the competitive world of independent game development, a few titles manage to carve out a significant space for themselves,
GSC: The reason Stalker 2 development was delayed
The journey of a survival game from a concept to a polished product is often fraught with peril, but for
Creator stunned I didn’t know anyone knew what we were doing
Some games are like fine caviar—niche, complex, and highly prized by a devoted few. And then there is Dwarf Fortress,
Saber CCO admits comms strategy unchanged amid dust up
In the high-stakes world of game development, reputation is currency, and sometimes, saying exactly what you mean can generate a
Saber CCO blames overspecialization for game layoffs
The pursuit of mega-games, like the anticipated GTA 6, often demands an enormous infrastructure. With games pushing boundaries and requiring
Wardog hits 200k concurrents developers prepare for the hype crash
The way we talk about game popularity often feels twisted. Metrics like Steam concurrent players are useful for gauging general
Trying to make a MOBA in a sea of failed games
Making a live service game these days feels less like chasing a gold arrow and more like navigating a minefield