Big Bad Wolf on Creating Cthulhu: The Cosmic Abyss, the Style and Future of the Game
16 April 2026 - Tommaso Nuti of Big Bad Wolf discussed their game Cthulhu: The Cosmic Abyss, sharing what players can expect from its storyline, detailing how Lovecraft-inspired themes were incorporated, and explaining how the team overcame challenges during development.
How an Indie Studio Created a Puzzle Game That Mixes Dark Humor & Horror
15 April 2026 - Hollow Beak Games joined us to discuss their game, Vale's Echo, explaining how the idea started, how and why they mixed horror with a cozy style, and they also talked about the story of the game and how they created the characters.
Mongil: Star Dive, Netmarble's Upcoming Monster-Taming Action RPG
15 April 2026 - Ken Kim, CEO of Netmarble Monster, discussed Mongil: Star Dive, covering the revival of the Monster Taming IP, how the game balances storytelling, character-driven elements, and gameplay systems, and the team's approach to tailoring the experience across different platforms.
When Optimization Stops Working: Inside the Switch Port of Secret of the Mimic that Required Rewriting the Engine
14 April 2026 - Devoted Studios breaks down how memory, loading, and engine limitations forced a shift from just optimization to deep architectural changes during the Switch port of Five Nights at Freddy's: Secret of the Mimic.
WOLFHOUND: WWII Sci-Fi Metroidvania From Chasm Developer
14 April 2026 - We sat down with James Petruzzi to discuss WOLFHOUND, covering its sci-fi WWII setting, the transition away from procedural generation, the challenges of interconnected level design, the pixel art pipeline, and more.
How Albion Online Devs Built a Sandbox MMORPG Across an Entire Decade
13 April 2026 - Sandbox Interactive discusses Albion Online’s decade-long evolution, from indie sandbox experiment to globally scaled, cross-platform MMORPG in our exclusive interview.
Obstacle Overdrive: How an Indie Studio Created a Toy Car Adventure Game
13 April 2026 - Arcane Ermine talked about their game Obstacle Overdrive, sharing the story of the game, how they built the physics and mechanics of the cars, and how they decided the style of the game.
Amazing Custom Terrain Tool Made with Godot
13 April 2026 - The tool by Jan Fidler, created for his RTS game, adds rivers, rocks, and woods to a scene in a split second.
Game Developer at quicktequila On Creating the Arcade-Style Tamashika Game
10 April 2026 - Vidhvat Madan, Game Developer at quicktequila, joined us to talk about their game Tamashika, discussing the psychedelic style, making a game with engaging scenarios, the creation workflow, and the engines used to create the game.
Delivering Unique Art as Long-Term Partner, Not Just Outsourcing Studio
09 April 2026 - Rodrigo Carneiro, CEO of the Diorama Digital art studio, discussed what makes Brazilian artists special, how it operates as a long-term partner rather than just a vendor, and how it handles business development and visibility in overcrowded markets.
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