
Digibytes writer Christopher Pascarelli gives his opinion as who really is to blame when act of terror is initiated against humanity.
The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

Travis Howe: "A long while back, a team was assembled to pitch a remaster of Jak & Daxter. I was asked to animate an IGC shot-for-shot, to show what this updated version would look like.
To be abundantly clear: this was NOT commissioned by Sony, nor did they have any involvement in our proposal -- this was essentially a fan pitch to try and gain their permission."