How a game gets made
Developers walk through the production pipeline, from first prototype to final build, and explain what changed along the way.
Sit-down conversations with the people building the games. We talk design choices, future projects and the creative process with developers and industry figures across Nintendo, PlayStation, Xbox and PC.
Every conversation aims to answer the same question: why does this game exist the way it does?
Developers walk through the production pipeline, from first prototype to final build, and explain what changed along the way.
Designers unpack specific decisions in mechanics, structure and progression, and the reasoning behind each one.
Studio representatives discuss upcoming work, the platforms it is headed to and where the team wants to take it.
Interviews are a core part of our features coverage, sitting alongside news, reviews, previews, opinion and video. Rather than repeating a press release, we aim to spend time with the people who made the game so you can hear the reasoning, the trade-offs and the occasional disagreement behind a release.
Developers and publishers looking to reach a worldwide gaming audience can get in touch with our editorial team through the contact page.
| Platform family | Typical interview angles |
|---|---|
| Nintendo | Series design, platform-specific features, partnership-driven projects |
| PlayStation | Console and PC design, hardware capabilities, launch strategy |
| Xbox | Multiplatform releases, features, certification and support programs |
| PC | Porting pipelines, storefronts, indie and collection releases |
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Publishers, developers and readers can reach the team for press, review or advertising enquiries.
Our interviews section sits at the heart of a long-running conversation with the people who build video games for Nintendo, PlayStation, Xbox and PC. Instead of chasing announcement-day headlines, we sit down with developers, composers and studio leads to ask the simple question that shapes every title: why does this game exist in the way that it does? The answers tend to reveal the trade-offs, the dead ends and the small decisions that rarely make it into a trailer or a press release.
Behind the scenes, conversations follow a game from first prototype through to final build, with developers explaining how a mechanic evolved, why a character was written a certain way and which features were cut along the road. We also dig into design choices, asking why a mechanic arrived at this moment in the console or PC cycle rather than another. For fans of role-playing games, fighting rosters, survival horror and racing titles, this is where the design reasoning behind beloved and divisive releases finally becomes clear.
Interviews also reach beyond a single title. Studio heads discuss how teams grow, how projects are greenlit and what changes when a game moves from an internal pitch to a finished product on shelves. Composers and narrative designers explain how soundtracks and stories are shaped, and we occasionally ask creators about the collections, remasters and DLC editions that revisit older releases for a modern audience. The result is a record of creative process, industry context and opinion for readers who want more than a score.