On the Lookout for Games That Make You Feel Something: Raw Fury CEO on Game Publishing
23 October 2026 - Raw Fury CEO Pim Holfve explained how game publishing has changed over the years, commented on why indie publishing is in a good place, and revealed what the publisher looks for when deciding which pitches are worth a shot.
Crafting a Non-Violent Post-Apocalyptic Deckbuilder Inspired by Japanese Woodblock Prints
21 October 2026 - Max Shawabkeh shares what inspired Worlds Upon The Wind, explains how he created the visual style of the game based on Japanese woodblock prints of the 1600s, and comments on how he developed the story and set up the game mechanics that would feel right for it.
War Robots Exec on the Nuances of Launching Mobile Games for Chinese Players
14 October 2026 - Boris Burangulov explains how War Robots has maintained high player retention rates since its release in 2014, talks about the risks of overadapting games for foreign audiences, and explains what distinguishes Chinese players from other audiences across the globe.
Reviving Mystery House, Roberta and Ken Williams' 1980 Apple II Classic
13 October 2026 - Guillotine Games' team members discuss the challenges of reimagining a classic game with modern development tools while preserving its authenticity and how they used original concept art to develop the visual language of Mystery House 3D.
This Rhythm RPG Was Rebuilt Three Times During Its 10-Year Development
09 October 2026 - Nocturne developer Ben Pracy explains how the rhythm RPG evolved over 10 years, why it was rebuilt three times, and how its combat, tools, pixel art, and live orchestral music were created.
Making a Co-Op Survival Horror with Lovecraftian Creatures Set in Antarctica
07 October 2026 - Nord Unit's Co-Founder and CEO Fedor Danilov talks about what inspired the visuals and mechanics of UNFROST, explains how and why they changed the movement of the main in-game enemy once the prototype was built, and sheds light on the team's Unity workflow.
Behind the Development of Hand-Drawn Strategy Game Don't Kill Them All
21 July 2026 - Vincent Rochette, Creative Director at Fika Productions, talked to us about developing the Unity-powered strategy game Don't Kill Them All, where you manage an army of orcs and temper their brutality to protect resources. He shares how Cult of the Lamb and Into the Breach inspired the game and details the technical work behind its mechanics and hand-drawn 2.5D art style.
Swame Art Founder Anna Siaredzich on Building AAA Production Systems
18 June 2026 - Anna Siaredzich, Founder and Creative Visionary of Swame Art Inc., spoke with us about the evolution of AAA external development, the future relationship between AI and creative leadership, and why she believes the industry must begin treating external development as a strategic production ecosystem.
How Uraga Studio is Creating a Tattoo Removal Simulator
03 March 2026 - Andrius Gricius, CEO of Uraga Studio, shared the story and process behind the Tattoo Removal Simulator, explaining what influenced the idea, the mechanics of the game, and some of the challenges the team faced during development.
Indie Team Talks Developing Survival Horror Game Inspired By Genre Classics
02 March 2026 - We spoke with HideWorks about their psychological survival horror game Liminal Point, covering the inspirations, core mechanics, the technical side of development, marketing, and more.
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