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Cover of Pocketpair interview: We’ll keep funding games even if our current titles crash and burn
30 min
The Game Business30 min

Pocketpair interview: We’ll keep funding games even if our current titles crash and burn

Pocketpair, the developer behind the 2024 breakout hit Palworld, has established a new publishing division aimed at supporting independent game developers through direct funding and resource sharing.

  • Pocketpair has launched a new publishing division to fund independent developers, reinvesting profits from the 2024 hit Palworld, which currently maintains over one million monthly players.
  • The publishing arm utilizes a non-predatory revenue-share model that prioritizes developer creative control and financial viability over equity acquisition.
  • Pocketpair operates as a hands-off partner, providing milestone-based guidance and leveraging internal expertise in Asian marketing and distribution.
The Game BusinessJan 2026
Cover of Minecraft’s Spin-off Hytale Makes Waves, Meta Layoffs, and Metacritic’s Best Game Ever
101 min
Extra Credits101 min

Minecraft’s Spin-off Hytale Makes Waves, Meta Layoffs, and Metacritic’s Best Game Ever

The sandbox title Hytale has emerged as a significant industry development, successfully transitioning into early access after the developers reclaimed the project from Riot Games.

  • Hytale has transitioned to early access as an independent project after reclaiming development from Riot Games, securing two years of operational funding through independent sales.
  • Meta is shifting its strategic focus away from metaverse and gaming initiatives to prioritize investments in artificial intelligence and wearable hardware.
  • Amazon Games is sunsetting the MMO New World, underscoring the difficulty of community-led preservation due to proprietary server code and legal restrictions.
Extra CreditsJan 2026
Cover of Design Play: Satisfactory | Design Club
92 min
Extra Credits92 min

Design Play: Satisfactory | Design Club

Satisfactory functions as a sophisticated factory-building simulation that prioritizes long-term optimization and creative logistics over traditional failure states.

  • Satisfactory eliminates traditional failure states by utilizing infinite resource nodes, shifting the core gameplay loop from survival to the optimization of throughput and infrastructure.
  • The game employs a 100% resource recovery system for construction, ensuring that the penalty for inefficient design is limited to time investment rather than permanent material loss.
  • Progression is structured through a milestone-based quest system and a satirical AI narrative that guides players from manual crafting to complex, automated industrial chains.
Extra CreditsJan 2026
Cover of How To Make "Zelda: Breath Of The Wild" Workshop: Day 2 (Part 2)
183 min
Thomas Brush183 min

How To Make "Zelda: Breath Of The Wild" Workshop: Day 2 (Part 2)

Creating a high-fidelity, open-world environment reminiscent of The Legend of Zelda: Breath of the Wild requires a disciplined approach to asset integration, terrain sculpting, and atmospheric post-processing.

  • Effective terrain sculpting relies on using specialized brushes for large-scale mountain creation rather than manual, single-brush detailing.
  • Fog is a critical tool for managing visual depth and environmental cohesion, helping to blend distant terrain and improve the overall aesthetic of the game world.
  • Manual painting of environmental details like snow and grass requires balancing artistic intuition with logical placement based on mountain topography to avoid a 'mappy' or unnatural appearance.
Thomas BrushJan 2026
Cover of How To Make "Zelda: Breath Of The Wild" Workshop: Day 1
112 min
Thomas Brush112 min

How To Make "Zelda: Breath Of The Wild" Workshop: Day 1

Replicating the distinct visual aesthetic of The Legend of Zelda: Breath of the Wild within the Unity engine requires a disciplined approach to asset management and color theory.

  • Establish a consistent color scheme for environments and biomes early in the development process to create a cohesive visual foundation, even if deviations occur later.
  • Implement Level of Detail (LOD) groups for all exterior assets to manage poly counts and texture sizes, preventing performance issues when rendering large-scale environments.
  • Maintain strict folder organization for all imported assets to ensure project scalability and prevent workflow bottlenecks during development.
Thomas BrushJan 2026
Cover of Fallout Season 2 Interview: How Todd Howard and Bethesda are capitalising on the TV show
20 min
The Game Business20 min

Fallout Season 2 Interview: How Todd Howard and Bethesda are capitalising on the TV show

The success of the Fallout television series on Amazon Prime has catalyzed a strategic shift in how Bethesda Game Studios manages its intellectual property, moving toward a model where linear media and interactive gaming experiences are tightly integrated.

  • The Fallout television series reached over 100 million viewers, triggering a five-to-sixfold increase in player engagement across Fallout 4, Fallout 76, and Fallout Shelter.
  • Bethesda is shifting to a strategy of tightly integrating linear media with interactive gaming, treating the television show as a new, canonical entry in the franchise timeline rather than a simple adaptation.
  • To lower barriers for non-traditional gamers, Bethesda is leveraging cloud streaming platforms like Samsung Gaming Hub, Xbox Game Pass, and Amazon Luna to allow immediate gameplay without dedicated hardware or downloads.
The Game BusinessDec 2025
Cover of Subnautica 2 Drama Explained in Simple Terms!
16 min
Deconstructor of Fun16 min

Subnautica 2 Drama Explained in Simple Terms!

The conflict surrounding the development of Subnautica 2 centers on a dispute between publisher Krafton and the leadership of developer Unknown Worlds.

  • Unknown Worlds co-founders Charlie Cleveland and Max McGuire, along with CEO Ted Gil, were ousted following a breakdown in their relationship with Krafton, which acquired the studio for $500 million in 2021.
  • The ousted leadership claims their dismissal was a strategic move by Krafton to avoid paying a $250 million performance-based earnout, while Krafton maintains the delay of Subnautica 2 to 2026 is a necessary quality-control measure.
  • Krafton internal documents indicate the game lacked the content and polish required for a successful launch, citing ineffective management by the previous leadership.
Deconstructor of FunJul 2025
Cover of Subnautica 2 Publisher Implosion | Design Club
82 min
Extra Credits82 min

Subnautica 2 Publisher Implosion | Design Club

The game industry frequently operates without standardized business frameworks, leaving creative studios vulnerable to the structural instability inherent in publisher-developer relationships.

  • Krafton, which acquired Unknown Worlds in October 2021, removed three key project leads—Ted Gill, Charlie Cleveland, and Max McGuire—from Subnautica 2 on July 2, 2025.
  • Charlie Cleveland has filed a lawsuit against Krafton, disputing the company's claim that the game was not ready for Early Access and alleging the leadership change was a strategy to avoid paying out contractual earnouts.
  • The dispute centers on conflicting assessments of development progress, with Krafton alleging the team failed to meet milestones, including the removal of a custom game mode and a reduction in narrative content from two chapters to one.
Extra CreditsJul 2025
Cover of What A $1,000,000 Game Looks Like In Unity (w/ Julian Ball)
29 min
Thomas Brush29 min

What A $1,000,000 Game Looks Like In Unity (w/ Julian Ball)

The development of the open-world sandbox game Len’s Island serves as a case study in balancing technical constraints with high-fidelity visual design within the Unity engine.

  • The developer of Len's Island prioritizes cinematic visual quality by designing assets to look intentionally flat or 'bad' in their raw state, relying on a heavy post-processing and color-grading pipeline to achieve the final aesthetic.
  • To maintain high performance on hardware like the Steam Deck, the team built a custom occlusion optimization system rather than relying on standard Unity tools, while also using a mix of hand-built assets and procedural grid-based systems.
  • The game utilizes Unity's Universal Render Pipeline (URP) and manages complex runtime tasks, such as rebuilding the nav mesh every time a player places a building foundation, to allow for an open-world sandbox experience.
Thomas BrushJul 2025
Cover of How To Start Making Games With NO EXPERIENCE
10 min
Thomas Brush10 min

How To Start Making Games With NO EXPERIENCE

The development of successful indie games is often characterized by a transition from early personal isolation to professional collaboration, rather than innate technical mastery.

  • Fredrik Prantare, creator of Core Keeper, grew the game to over 4 million copies sold, with figures currently approaching 4.5 million units.
  • Prantare’s development journey began in high school by utilizing level editors in games like Heroes of Might and Magic III, which helped him build foundational design skills.
  • The transition from a high-schooler with low academic attendance to a leader of a 50-person team was driven by years of iterative failure in various project 'constellations'—small, collaborative groups formed to build games.
Thomas BrushJul 2025
Cover of Julian Ball: Why His Game Took 8 Years To Make, How Launch Went, Staying Motivated | Ep. #049
65 min
Thomas Brush65 min

Julian Ball: Why His Game Took 8 Years To Make, How Launch Went, Staying Motivated | Ep. #049

The development of Lens Island serves as a case study in the endurance required for long-term independent game production, spanning an eight-year cycle that culminated in a successful commercial launch.

  • Julian Ball spent eight years developing his open-world sandbox game, Lens Island, which combines elements of Diablo, Stardew Valley, and Minecraft into a single cohesive experience.
  • The development of Lens Island required building a massive amount of content, effectively creating four games' worth of mechanics to support diverse playstyles like farming, building, and combat.
  • To maintain project momentum over an eight-year cycle, Ball utilized a team-based workflow where he acted as a director, offloading specialized tasks like 3D art to experts while focusing on high-level design and artistic vision.
Thomas BrushJul 2025
Cover of Want To Make Your First Game? Watch THIS
8 min
Thomas Brush8 min

Want To Make Your First Game? Watch THIS

The primary thesis of this discussion is that sustained productivity in game development is not a product of inherent discipline, but rather the result of identifying and leveraging powerful underlying motivations.

  • Long-term game development requires a core 'why' to sustain momentum through the inevitable 'desert' phases of production where motivation wanes.
  • Negative motivation—such as fear, survival pressure, or the need to escape a constrained situation—is often a more powerful initial driver for productivity than positive goals.
  • Discipline is not an innate trait but a byproduct of visualization; developers who have previously experienced the success of a launch or positive player feedback are better equipped to power through boring development cycles.
Thomas BrushJul 2025

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