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.
Creating a Houdini Tool That Generates Stylized Bridges for Unreal Engine 5
16 April 2026 - Raimundo Gallino discussed the creation of the Procedural Bridge Generator, explaining how the idea started as a challenge and detailing how he built the HDA to be driven by a single input curve.
How Indie Pass Hopes to Solve Indie Game Discoverability for Devs
15 April 2026 - In our interview, indie.io’s Director of Growth explains how Indie Pass is tackling discoverability, monetization, and distribution challenges for indie developers.
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.
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.
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.
Game Studios on Player Trends Driving Growth and Environmental Impact
15 April 2026 - Lisa Pak, Project Lead for Playing for the Planet, and Hommy Yang, Game Operations Director at Tencent Games, talked with us about how game studios can also get involved in environmental impact, encouraging people to learn more about the planet.
3D Character & Prop Artist on Working on Batman: Arkham Shadow & Star Trek Prodigy: Supernova
14 April 2026 - Ana Sánchez Castro talked about her experience working as a 3D Character and Prop Artist, explaining what it has been like to work on various games with different styles and aesthetics, and discussing her workflows and what it is like to work in a team.
How to Make a Reimagination of Zelda's Link with the Iconic Arcane Style
14 April 2026 - Anna Dutko discussed her workflow for creating an Arcane-style version of Link based on Alice Legon's 2D illustration, using it as an experiment in hand-painted texturing and providing a close look at the sculpting process.
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.
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