Pragmata Interview: How Capcom Delivered a Stunning New Sci-Fi IP With RE Engine
18 April 2026 - Capcom discusses how Pragmata leverages RE Engine for advanced rendering, procedural workflows, and a hybrid shooter-puzzle design to deliver one of the generation's most promising new IPs so far.
How to Solve Player Drop-Off in Modern Mobile Game Design
15 April 2026 - Nordcurrent’s Head of Innovation breaks down onboarding friction, player attention, and how mobile games can balance accessibility with long-term depth.
Building For the Stars: Procedural Worlds, Economy, and Player Systems
01 April 2026 - Calix Reneau, Lead Designer at Snail Gams USA, discusses the design philosophy, procedural systems, and Unreal Engine 5 pipeline behind its in-development open-ended multiplayer survival experience, For the Stars.
How NetEase Built an Authentic Wuxia Open World in Where Winds Meet
30 March 2026 - In our interview, developers at NetEase discuss building a historically grounded wuxia world, from proprietary engine tech and large-scale map design to motion capture and cultural authenticity with Where Winds Meet.
How Capcom Rebuilt Mega Man Star Force for Modern Platforms Using RE Engine
30 March 2026 - Capcom discusses adapting dual-screen design, rebuilding legacy assets, and modernizing accessibility in Mega Man Star Force Legacy Collection, out now on all modern platforms.
Inside the Studio at thatgamecompany: An In-Depth Interview with Studio Art Director, Cecil Kim
27 March 2026 - Cecil Kim, Studio Art Director at Thatgamecompany, shares insights on art direction, pipelines, and why games need meaning beyond mechanics.
Inside Capsule Studio: Crafting Premium Game Trailers & Cinematics
19 March 2026 - Capsule Studio talked about their process of creating visual content, sharing their thoughts about the changes in VFX and CGI during the last few years, explaining some of the projects they have worked on, and detailing how they create the animations with quality and realistic characters.
Resident Evil: Requiem Shows the Full Potential of Capcom’s RE Engine
25 February 2026 - After playing Resident Evil: Requiem, it’s clear that the developers at Capcom are at the very top of their game right now.
Creating a City Builder and Crafting Game with a Cut-Out Paper-Style
19 February 2026 - David Ferriz, one of the founders of DevilishGames, talked about the Cutout Village game, sharing what inspired the design and explaining the development process.
Setting Up Destructuible Cars for Steel Hunters PvPvE Shooter
05 February 2026 - Art Director Anton Zheludev shared how car destruction was done for Steel Hunters, a PvPvE shooter featuring futuristic mech battles, and explained how the team customized the vehicle material system.
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