Newsletters
Articles
Search
Log in
Subscribe
Knowledge
Search
Interview
Insight and advice from industry leaders
May 29, 2026
IGI co-founder Takaaki Ichijo's ten-year mission to raise the game for Japan's indie development scene
Read more
arrow-right
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"
Read more
arrow-right
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
Read more
arrow-right
May 8, 2026
Taming tornadoes: How Chaotic Works built a UK game studio on trust, transparency and terrible weather
Read more
arrow-right
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"
Read more
arrow-right
May 8, 2026
"TR-49 did better than anything we've ever done": How did Inkle achieve Steam success with a cryptic puzzler?
Read more
arrow-right
May 8, 2026
From "three guys publishing Dead Cells" to 60 people making the next Castlevania: The rise of Evil Empire
Read more
arrow-right
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
Read more
arrow-right
May 8, 2026
Inside the launch of indie sensation Mewgenics: "I felt like how people describe going to raves for 48 hours"
Read more
arrow-right
May 8, 2026
How political satirist Kris Lorischild targets titans with Twine: "In a world of Call Of Duty, be a Disco Elysium"
Read more
arrow-right
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
Read more
arrow-right
May 8, 2026
"Creative work should be done by people": Sad Cat on finishing Replaced, seven years of disruption, and hating AI
Read more
arrow-right
Mar 27, 2026
Inside Playing for the Planet's mission to encourage games depicting "futures that we want to live in"
Read more
arrow-right
Mar 27, 2026
How The Day I Became A Bird flew from rejected children's book to transmedia success
Read more
arrow-right
Mar 27, 2026
How to make a good second impression: Obsidian's Marcus Morgan on when to enter (and exit) early access
Read more
arrow-right
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?
Read more
arrow-right
Mar 27, 2026
Making Relooted: "The game was always going to have a cultural impact vastly exceeding its financial impact"
Read more
arrow-right
Mar 27, 2026
Gamescom Dev Leadership Summit: "This can only work if it's curated around disagreement rather than consensus"
Read more
arrow-right
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
Read more
arrow-right
Mar 27, 2026
"Most of us are never going to be a Stardew Valley": Chucklefish talks publishing and converting a decade of Witchbrook wishlists
Read more
arrow-right
Mar 27, 2026
"One hundred times what we were expecting": Sandfall Interactive on the success of Clair Obscur: Expedition 33
Read more
arrow-right
Mar 27, 2026
Neowiz co-CEO Sean Kim on life beyond Lies Of P and doubling down on premium PC and console games
Read more
arrow-right
Mar 27, 2026
Are episodic games making a comeback? AdHoc on how it worked for Dispatch – and why "no one should do this"
Read more
arrow-right
Mar 27, 2026
Citizen Sleeper's Gareth Damian Martin: sustainability depends on projects, not products, and (definitely) not gen-AI
Read more
arrow-right
Mar 27, 2026
Unionisation in videogames: "We can't expect our employers to see us as the real humans we are"
Read more
arrow-right
Load more