
Ninja Theory's take on testing a game.
Tameem Antoniades says :
'As you may know we are currently working on our Vertical Slice, the details of which were covered recently here
In summation, it is a small section of the game to near-finished standard that allows us to see if the game we imagined in our heads actually works! The vertical slice covers everything from combat, exploration, puzzles, visuals, audio, music…the full shebang.'
"Wolpertinger Games and Wandering Wizard are today very happy to announce that ‘Survivor Mercs’ v1.0 is coming to PC and consoles on April 30th, 2026." - Wolpertinger Games and Wandering Wizard.

Why did Sony push Shuhei Yoshida out of his role leading PlayStation's first-party games? He'd overseen some huge successes. Well, apparently, he didn't listen.
Yeah I can see that for sure. Shuhei Yoshida should have been in charge not Jim Ryan.
More confirmation that Jim Ryan is the culprit for what has happened to Sony. Hulst needs to go too. What sucks is that a lot of the good top heads at Sony are no longer there. I wish that guys that were forced out prematurely by Dumbo Jimbo like Shuhei and Layden came back.
Makes you wonder if MS even thought about hiring him after Phil and Sarah were leaving. He certainly couldn't make their situation any worse.
All the gamer/consumer lead heads are gone across PS and Xbox. shuhei gone phil's gone (questionable) but gone. The future of gaming is somewhat uncertain across the board.
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.