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Virtual Worlds Were Supposed to Let Players Be Themselves, But Monetization Forgets That

07 August 2026 - MUD1 co-creator Richard Bartle reflects on the origins of virtual worlds, the player-developer contract, free-to-play, pay-to-win, Web3, and why lasting MMOs need purpose before monetization.

#GBI#Video Games#Game Development#Business

The Void: How to Create a Survival Horror FPS Inspired by The Mist Movie

06 August 2026 - Jeffy Zachariah spoke about the creation process behind the survival horror FPS The Void, explaining how the movie The Mist inspired it, what he wanted to achieve with the game, and its core gameplay and design choices.

#Interviews#Video Games#Game Development

Creating a Survival Horror Game That Blends a 2D Retro Style and Live-Action Cutscenes

06 August 2026 - Andrés Borghi, Game Director, spoke about the survival horror puzzle game Tenebris Somnia, explaining how the idea of mixing 2D art and live-action scenes started, how they created both, and how they made them look similar.

#Interviews#Video Games#Game Development

This New 24/7 Society Simulator Is Powered by Thousands of AI-Controlled NPCs

05 August 2026 - Inspired by EVE Online, Klang's ambitious simulation game SEED uses AI-powered characters that continue living, working, and shaping society around the clock, even after players log off, all using a custom-built inference pipeline.

#Interviews#Video Games#Game Development

Gunstoppable: How "Speed Is Damage" Defined a Roguelite FPS

05 August 2026 - Salaar Kohari, Founder of CAGE Studios, spoke about the movement-focused roguelite FPS Gunstoppable, explaining how the project started as a game about a monkey climbing a tree, and discussing which tools he used during development.

#Interviews#Video Games#Game Development
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Game Studios Are Moving Beyond Legacy Version Control, and Here's Why

04 August 2026 - Diversion is positioning itself as a scalable, modern alternative to legacy version control options like Perforce and Git for teams working with Unreal, Unity, large files, and creative pipelines

#Feature#News#Game Development#Game Engine#IndieDev#Sponsored Article

Where Dolls Hang: Creating a Horror Game Inspired by Mexican Folklore

31 July 2026 - Ryan Portelli, Founder of Steelkrill Studio, spoke about the creation process behind the psychological horror game, Where Dolls Hang, explaining how he implemented the Mexican folklore and detailing how he blended the psychological elements with the supernatural.

#Interviews#Video Games#Game Development

How Don't Lose Aggro Reimagines MMO Tanking as a Solo Roguelite

31 July 2026 - The solo developer behind Don't Lose Aggro discusses redesigning MMO tanking for a single-player roguelite, creating readable threat systems, building AI companions, and making one of gaming's most overlooked roles fun and approachable. 

#Interviews#Video Games#Game Development#IndieDev

Interview: How HDR10+ Can Help Game Devs Preserve Their Artistic Vision

30 July 2026 - HDR10+ Technologies discusses Unreal Engine integration, HDR workflows, display-aware rendering, lighting pipelines, and how HDR10+ GAMING helps preserve artistic intent across compatible displays.

#Interviews#Game Development#Art

The Making of Mixtape: How The Devs Synchronized Gameplay, Animation & Music

30 July 2026 - The Mixtape developers discuss Unreal Engine 5, MetaSounds, animation layering, cinematics, gameplay systems, and building an interactive experience driven entirely by licensed music.

#Interviews#Animation#Unreal Engine#Video Games#Game Development

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