
Ben Harrison writes "Lets take a look back at the developers who proved themselves more than the others over the course of gaming history. In this wonderful industry we are exposed to some truly benevolent development companies. Which unfortunately means we are also introduced to some truly abysmal development companies. Despite how much I’ve ever hated a developer or a publisher, if they made a good product. Id buy it. Sadly, with some people that’s not always the case. So a fair warning before I start this list, its very opinionated, I imagine no one will agree with all the opinions I express in this piece."
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.

The Marathon Duo queue test ends as Bungie confirms its return in Season 2, with new experimental playlists already on the way.
Its neat especially since not everyone might have two friends playing it. Makes it more personal to go at in duos.
It's 2026 and basic match making features in MP games are still being drip fed to an audience that still gets excited over said basic feature being implemented.

The show is set to take place between July 14 and 16