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Insight and advice from industry leaders

Life after Turnip Boy: Snoozy Kazoo on queer joy and "finding the fun in game dev again" with Rizz Dungeon

Jun 23, 2026

Life after Turnip Boy: Snoozy Kazoo on queer joy and "finding the fun in game dev again" with Rizz Dungeon

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"The goal is not to flood the market with CDPR games": Co-CEO Michał Nowakowski talks purposeful growth

Jun 22, 2026

"The goal is not to flood the market with CDPR games": Co-CEO Michał Nowakowski talks purposeful growth

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IGI co-founder Takaaki Ichijo's ten-year mission to raise the game for Japan's indie development scene

May 29, 2026

IGI co-founder Takaaki Ichijo's ten-year mission to raise the game for Japan's indie development scene

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IO Interactive on making 007 First Light: "I hope it becomes the Bond game people think of for the next ten years"

May 29, 2026

IO Interactive on making 007 First Light: "I hope it becomes the Bond game people think of for the next ten years"

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For all humanity: Fenris Creations' Hilmar Pétursson on splitting from Pearl Abyss, putting boots on New Eden's planets, and partnering with Google DeepMind

May 22, 2026

For all humanity: Fenris Creations' Hilmar Pétursson on splitting from Pearl Abyss, putting boots on New Eden's planets, and partnering with Google DeepMind

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Taming tornadoes: How Chaotic Works built a UK game studio on trust, transparency and terrible weather

May 8, 2026

Taming tornadoes: How Chaotic Works built a UK game studio on trust, transparency and terrible weather

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Hasbro's "timeless bet" on videogames: "Good old-fashioned action-adventure games, a really cool story, 40–50 hours of content and a fair price"

May 8, 2026

Hasbro's "timeless bet" on videogames: "Good old-fashioned action-adventure games, a really cool story, 40–50 hours of content and a fair price"

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"TR-49 did better than anything we've ever done": How did Inkle achieve Steam success with a cryptic puzzler?

May 8, 2026

"TR-49 did better than anything we've ever done": How did Inkle achieve Steam success with a cryptic puzzler?

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From "three guys publishing Dead Cells" to 60 people making the next Castlevania: The rise of Evil Empire

May 8, 2026

From "three guys publishing Dead Cells" to 60 people making the next Castlevania: The rise of Evil Empire

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"We want to be able to drive our own ship": Hyper Games on carrying Tove Jansson's legacy, and why self-publishing was the right move

May 8, 2026

"We want to be able to drive our own ship": Hyper Games on carrying Tove Jansson's legacy, and why self-publishing was the right move

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Inside the launch of indie sensation Mewgenics: "I felt like how people describe going to raves for 48 hours"

May 8, 2026

Inside the launch of indie sensation Mewgenics: "I felt like how people describe going to raves for 48 hours"

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How political satirist Kris Lorischild targets titans with Twine: "In a world of Call Of Duty, be a Disco Elysium"

May 8, 2026

How political satirist Kris Lorischild targets titans with Twine: "In a world of Call Of Duty, be a Disco Elysium"

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"Salary discrepancies can only be eliminated through transparency": Inno Games on the EU's new fair pay directive and what it means for games

May 8, 2026

"Salary discrepancies can only be eliminated through transparency": Inno Games on the EU's new fair pay directive and what it means for games

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"Creative work should be done by people": Sad Cat on finishing Replaced, seven years of disruption, and hating AI

May 8, 2026

"Creative work should be done by people": Sad Cat on finishing Replaced, seven years of disruption, and hating AI

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Inside Playing for the Planet's mission to encourage games depicting "futures that we want to live in"

Mar 27, 2026

Inside Playing for the Planet's mission to encourage games depicting "futures that we want to live in"

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How The Day I Became A Bird flew from rejected children's book to transmedia success

Mar 27, 2026

How The Day I Became A Bird flew from rejected children's book to transmedia success

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How to make a good second impression: Obsidian's Marcus Morgan on when to enter (and exit) early access

Mar 27, 2026

How to make a good second impression: Obsidian's Marcus Morgan on when to enter (and exit) early access

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Speculative Agency's mission with All Will Rise: Why can't a game about social action also be a "damn good" one?

Mar 27, 2026

Speculative Agency's mission with All Will Rise: Why can't a game about social action also be a "damn good" one?

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Making Relooted: "The game was always going to have a cultural impact vastly exceeding its financial impact"

Mar 27, 2026

Making Relooted: "The game was always going to have a cultural impact vastly exceeding its financial impact"

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Gamescom Dev Leadership Summit: "This can only work if it's curated around disagreement rather than consensus"

Mar 27, 2026

Gamescom Dev Leadership Summit: "This can only work if it's curated around disagreement rather than consensus"

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"Asia is having this really beautiful gaming renaissance": Pocketpair on soft-touch publishing, the Japanese resurgence, and the real meaning of indie

Mar 27, 2026

"Asia is having this really beautiful gaming renaissance": Pocketpair on soft-touch publishing, the Japanese resurgence, and the real meaning of indie

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"Most of us are never going to be a Stardew Valley": Chucklefish talks publishing and converting a decade of Witchbrook wishlists

Mar 27, 2026

"Most of us are never going to be a Stardew Valley": Chucklefish talks publishing and converting a decade of Witchbrook wishlists

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"One hundred times what we were expecting": Sandfall Interactive on the success of Clair Obscur: Expedition 33

Mar 27, 2026

"One hundred times what we were expecting": Sandfall Interactive on the success of Clair Obscur: Expedition 33

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Neowiz co-CEO Sean Kim on life beyond Lies Of P and doubling down on premium PC and console games

Mar 27, 2026

Neowiz co-CEO Sean Kim on life beyond Lies Of P and doubling down on premium PC and console games

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Are episodic games making a comeback? AdHoc on how it worked for Dispatch – and why "no one should do this"

Mar 27, 2026

Are episodic games making a comeback? AdHoc on how it worked for Dispatch – and why "no one should do this"

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