Home Blog Page 2

Grand Theft Auto (GTA VI/6) officially the most expense game ever made

Grand Theft Auto is a cultural phenomena among a wide variety of gamers. With the original game having launch in 1997 for MS-DOS and Windows PC, it’s expanded out to encompass now six main versions with supporting content on PC and all major consoles.

GTA is successful partly because it’s built on an open-world framework that scratches a lot of itches, some more controversial than others. In the game, you play a criminal protagonist. There are hundreds of initiatives to build your influence in the game. Sure, you can be a fairly neutral character throughout the story, but for the most part the game is more about getting your hands dirty by working with criminal undergrounds and using the city as your own personal playground as you see fit. Or, you can spend your time racing fancy cars around the streets, or steal a plane and get a great view of the city from above.

The latest sequel in the series is GTA VI/6 (officially labeled “VI”, but honestly, it’s easier just to type the single digit “6” at times). You’re reportedly able to cause all the same mischief, and much more, than you could in the previous games. Naturally, the game’s graphics and general functionality are all updated to accommodate the capabilities of modern hardware, ray-tracing graphics and all. For me personally, I’m looking forward to the technological achievements as I race a car around the streets in the wrong direction.

“GTA V did a billion in three days, this one (GTA 6) is doing a billion in an hour, easy.” – Tom Henderson, Industry analyst

The game took nearly an astounding $2 billion to make. You read that right, a BILLION, not a measly million. Unbelievably, or perhaps believably, given the history of the game thus far, pre-orders for GTA VI are projected to reach $3 billion, and that’s just on console. The PC portion is likely to be at least 40% or more of the end-game total, so to speak.

There’s a lot more to unpack here, from who gets that $3 billion, the ethics of the game itself, and how it’ll affect the standard minimum bar for other games that gamers expect of the same quality but won’t have $2 billion to throw around.

What do you think of GTA VI’s instant success and the future of games from this success?

PAX West 2026 Welcomes Riot Games’ Marc Merrill as Storytime Speaker

SEATTLE – June 25, 2026 – Show organizers ReedPop and Penny Arcade reveal Marc Merril, the Co-Founder, Co-Chairman, and Chief Product Officer at Riot Games, will kick off PAX West 2026 as the storytime speaker. The West Coast’s most-attended gaming event returns to the Seattle Convention Center this Labor Day weekend from Friday, Sept. 4, through Monday, Sept. 7, 2026.

Merrill will be the first to take the Main Stage on Friday, Sept. 4, 2026, for a fun and personal retrospective celebrating his career. Marc is renowned for leading the developer and publisher behind beloved classics cumulatively played by hundreds of millions, including League of Legends, VALORANT, Team Fight Tactics, and more.

After founding Riot Games in 2006, Marc became their first Chief Product Officer and expanded their portfolio with titles such as Riftbound and Legends of Runeterra. Merrill also serves as Executive Producer on the 2021 award-winning animated Netflix series Arcane, as well as on the Board of Directors of several non-profit organizations, including City Year Los Angeles, Unite America, and Seal Family Foundation.

Photo of Marc Merrill — Co-Founder, Co-Chairman, and Chief Product Officer of Riot Games.
Marc Merrill — Co-Founder, Co-Chairman, and Chief Product Officer of Riot Games (image: ReedPop)

PAX West 2026 will host gaming and pop culture fans from around the world over Labor Day weekend. Attendees can check out hands-on demos of hotly anticipated games and panels with legendary game developers, journalists, and creators. Fans of AAA, indie, and tabletop gaming can round out the weekend with concerts, competitive gaming tournaments, community meetups, and more to be announced over the coming months.

“Marc Merril’s Storytime is going to be like getting in a time machine for the industry’s past, present, and future. His experience spans two decades, toiling behind the scenes of a global phenomenon,” said Jerry Holkins, co-founder of Penny Arcade, Child’s Play, and PAX. “Of course, attendee badges give people at the show access to the entire seat – but they’ll only need the edge.”

PAX West 2026 badges are available now. Four-day badges are priced at $252.00, while Saturday-only badges are available for $84.00, Friday or Sunday-only badges for $77.70, Monday-only and BYOC (Bring Your Own Computer) for $56.70, and the new Kids 4-Day badges for $56.70 for children up to 12 years old.

For more information, follow PAX on InstagramBlueskyYouTubeFacebookTwitch, and Twitter.

Steam Machine is here

Valve’s new Steam Machine is launching today in four different options, and you can sign up now for a chance to reserve them:

  • Steam Machine 512GB: $1,049 USD / 1,509 CAD /  1,039 EUR /  879 GBP / 1,609 AUD /  4,389 PLN
    • Bundle: Steam Machine 512GB + Steam Controller: $1,128 USD / 1,628 CAD / 1,108 EUR / 938 GBP / 1,728 AUD / 4,698 PLN
  • Steam Machine 2TB: $1,349 USD / 1,919 CAD / 1,359 EUR /  1,149 GBP /  2,109 AUD /  5,739 PLN
    • Bundle: Steam Machine 2TB + Steam Controller: $1,428 USD / 2,038 CAD / 1,428 EUR / 1,208 GBP / 2,228 AUD / 6,048 PLN
    • Both the Steam Machine 2TB and 2TB bundle options come with two additional faceplates: red fabric, and solid walnut.

All prices inclusive of VAT where applicable.

Steam Machine will be shipping directly via Steam in the U.S., Canada, UK, EU, and Australia. In Japan, Taiwan, and Hong Kong Steam Machine will be available via KOMODO, an authorized distributor.

Steam Machine Highlights:

  • Small and compact (a roughly 6-inch cube!)
  • Over 6 times the horsepower of Steam Deck: Play your favorite games on Steam, including AAA titles.
  • Powered by SteamOS, an OS optimized for gaming
  • Runs cool and whisper-quiet
  • 4K gaming at 60 FPS with FSR (thanks to semi-custom AMD desktop class CPU/GPU)
  • Built-in power supply
  • 2×2 Wi-Fi 6E plus Bluetooth 5.3 with dedicated antenna
  • Ready for all kinds of peripherals and monitors
  • And there’s a cool LED strip!

How to get one:

Steam Store is doing a randomized reservation process in an attempt to improve the purchase experience and limit resellers. They share details and dive a bit deeper in this blog post, but at-a-glance:

  • Starting right now, you can head to the product page to sign up for the Steam Machine model/bundle you’re interested in
  • If you’re busy now, no problem: You can sign up anytime before Thursday June 25th at 10 a.m. Pacific.
  • At that time, they will close signups and do a one-time randomization to determine the reservation order
  • Based on reservation order, you’ll receive an email on June 25th indicating one of two things:
    • You’ve been added to the reservation queue and a Steam Machine has been reserved in your name.
    • You’ve been added to the waitlist and they’ll let you know when more units become available.
  • As units become available, people in the reservation queue will receive an email with the option to purchase. They’ll send the first batch of those starting Monday June 29th, and will continue to go through the reservation queue as units become available.

Video of the Month: Inside Indie (Self) Publishing with Rebekah Saltsman from GDC 2026

In this period of game industry volatility, especially in bigger publishers and developers, knowing and understanding the path to publishing as an indie developer has more gravity than usual for many developers with a project, a concept, or an idea they want to build on.

Fortunately, Informa, the organizers behind the Game Developer Conference Festival of Gaming 2026 (GDC 2026), have been mailing out reminders that many sessions are available free on the collected session archive, the GDC Vault. In this hour-long Game Developer Conference Festival of Gaming 2026 (GDC 2026) session, Inside Indie (Self) Publishing, Rebekah Saltsman, the Finji co-founder distills 15 years of navigating the industry’s shifting sands into a roadmap for developers who want to survive the modern publishing ecosystem without losing their sanity (or their pocket money).

Saltsman wastes no time laying out the current landscape: development funds are tighter, co‑marketing deals are rarer, and access to storefronts is no longer the friendly neighborhood handshake it once resembled. For small and midsized teams, that means one thing, that self‑publishing is a key skillset. And like any skillset, it’s better learned before you’re staring down a launch date with only a prayer and a press kit.

What helps makes the talk shine is Saltsman’s practical framing. She breaks down what publishers and platforms actually evaluate, in the concrete language of risk, resources, and relationships. Developers, she argues, need to understand these pressures not to impress anyone, but to collaborate effectively with the partners who can make or break a release.

There’s also an unmistakable call to action: Whether you’re a fresh‑faced dev or a seasoned studio head, you should know how to self‑publish well enough to support your team or to be the partner a publisher wants to work with. In an industry this volatile, ignorance isn’t bliss, it can become quite expensive.

Screencap from Rebekah Saltsman's talk on indie publishing at GDC 2026
Rebekah Saltsman, Finji, discusses indie publishing strategy and tactics at GDC 2026 (image: Informa/GDC Vault)

For anyone building a game in 2026 without a massive budget or team backing them, Saltsman’s talk is a survival guide. It’s a reminder that the indie ecosystem is still full of opportunity, as long as you understand the rules of the arena. And if you don’t? Well, that’s what talks like this are for.

Did you attend GDC 2026 or other talks  at other events about refining strategy as an indie publisher or developer? Feel free to share your thoughts!

Whether you are an event coordinator, press, or general attendee, if you have an event video to share with us, please let us know and we’ll be happy to feature it!

GDAI–FICCI: BRICS Women in Games Leadership Forum 2026

The Game Developer Association of India (GDAI), in partnership with FICCI, is pleased to invite you to the inaugural BRICS Women in Games Leadership Forum 2026.

Bringing together women leaders, founders, developers, policymakers, educators, and ecosystem builders from across BRICS nations, this virtual forum will explore how emerging gaming markets can collaborate to shape the future of the global gaming industry.

Theme:

Building the Next Billion Gamers: How BRICS Nations Can Shape the Future of Global Gaming

As gaming continues to evolve into one of the world’s most influential creative and technology industries, BRICS countries are emerging as key drivers of growth, innovation, talent, and entrepreneurship. This forum will bring together leading voices from Brazil, Russia, India, China, South Africa, and other BRICS nations to share insights, lessons, and opportunities for collaboration.

Event Details

  • Date: 29 June 2026
    •  4:30 PM – 6:30 PM IST (India)
    •  8:00 AM – 10:00 AM BRT (Brazil)
    •  2:00 PM – 4:00 PM MSK (Russia)
    •  1:00 PM – 3:00 PM SAST (South Africa)
    •  7:00 PM – 9:00 PM China Standard Time (China)
  • Format: Virtual
  • Platform: Zoom
  • Duration: 120 Minutes

What to Expect

  • Global perspectives on the growth of gaming ecosystems across BRICS nations
  • Insights from industry leaders on building and scaling game studios
  • Discussions on talent development, skilling, and workforce readiness
  • Perspectives on AI, emerging technologies, and the future of game development
  • Conversations around publishing, market access, and international expansion
  • Opportunities for cross-border collaboration between gaming ecosystems

Featured Sessions

  • Leadership Spotlight Talks
  • Building Brazil’s Gaming Ecosystem: Lessons in Industry Development and Global Expansion
  • Building Sustainable Gaming Ecosystems Through Talent, Innovation and Collaboration
  • The Future of Gaming in Emerging Markets
  • International Leadership Panel- Building the Next Billion Gamers: How BRICS Nations Can Shape the Future of Global Gaming

Featuring leading women executives, founders, policymakers, and ecosystem builders from across BRICS countries.

Who Should Attend?

• Game Developers

• Studio Founders

• Students and Educators

• Publishers

• Investors

• Government Representatives

• Industry Associations

• Ecosystem Builders

• Creative Technology Professionals

Why Attend?

Gain first-hand insights from some of the most influential women shaping the gaming industry across BRICS nations, discover opportunities for collaboration, and connect with a growing international network of gaming professionals and innovators.

Register here for BRICS Women in Games Leadership Forum 2026.

Summer Game Fest 2026: Key Reveals and No-Shows

Summer Game Fest 2026 delivered on the promise of a hype-worthy lineup from the Dolby Theatre in Los Angeles and livestreamed online on June 5, 2026, but still most announcements aligned closely with pre‑show reporting and industry chatter. While the showcase did not feature any truly surprising news, the event still provided clarity on several long‑rumored projects and timelines. Below is a breakdown of the major titles shown, followed by a quick look at a few name-brand games some audiences may have hoped for but did not receive updates on.

Resident Evil: Veronica

Capcom formally unveiled Resident Evil: Veronica, a modern remake of Code: Veronica. The trailer focused on Claire Redfield’s expanded narrative arc and confirmed a 2027 release across PS5, Xbox Series X/S, Switch 2, and PC. The presentation emphasized environmental redesigns and updated combat systems rather than dramatic tonal shifts. For Capcom, the announcement reinforces a predictable remake cadence rather than signaling a new strategic direction.

Final Fantasy VII: Revelation

Square Enix closed the showcase with Final Fantasy VII: Revelation, the concluding entry in its remake trilogy. The new footage highlighted airship traversal aboard the Highwind, broader world exploration, and the return of Vincent Valentine and Cid Highwind as playable characters. A Spring 2027 release window was confirmed. The segment focused on systems and structure, suggesting the project is entering late‑stage development rather than courting spectacle.

Alien: Isolation 2


Creative Assembly reintroduced Alien: Isolation 2 after years of speculation. The trailer, set on Kurasaki Station, maintained the original’s emphasis on vulnerability and environmental tension. The new setting leans into harsher industrial design and more dynamic weather effects. No release window was provided, but platform listings indicate a wide launch. The restrained presentation suggests the studio is prioritizing continuity over reinvention.

Mighty Cuphead Adventure


Studio MDHR announced Mighty Cuphead Adventure, a smaller‑scale project described as a stylistic departure rather than a direct sequel. The reveal leaned on format experimentation, with limited detail on gameplay structure. The announcement signals the studio’s interest in diversifying its creative output without committing to another large‑scale production cycle.

Stellar Blade: Blood Rain

Shift Up offered a first look at Stellar Blade: Blood Rain, featuring a new protagonist and a darker, denser urban setting. The footage emphasized more aggressive combat pacing but avoided specifics on systems or release timing. The project appears early in development, but its inclusion suggests publisher confidence in the franchise’s long‑term viability.

Stranger Than Heaven


Sega and Ryu Ga Gotoku Studio presented a new trailer for Stranger Than Heaven, notable for its expanded cast and narrative focus. The game is slated for a January 15, 2027 release. The segment reinforced the studio’s ongoing shift toward large‑scale, story‑driven action titles.

Notable No‑Shows

While the showcase covered a broad range of genres, several anticipated titles were absent. Their omission shaped post‑show discussion as much as the games that appeared.

Elden Ring: Barbarians of the Badlands

Fans expected a deeper look at FromSoftware’s expansion following earlier teasers. Its absence suggests the studio is holding updates for a dedicated presentation or a later summer event.

Metroid Prime 4

Despite renewed speculation tied to the Switch 2 ecosystem, Nintendo did not participate in the showcase. As a result, hopes for a new trailer or release window went unmet (at least this time).

Perfect Dark

After years of sporadic updates, some expected a development progress report. Microsoft’s absence from the main showcase left the title unaddressed. Still, it may potentially be seen at the upcoming Xbox Games Showcase.

Dragon Age: Dreadwolf

BioWare’s long‑running project has appeared in previous summer cycles, but no new footage or timeline updates were provided this year.

While this post reflects the news and updates from the main Summer Game Fest 2026 event, there are plenty of announcements made earlier and plenty more to come over the weekend following! To see the main event and all the news and announcements made at Summer Game Fest 2026, check out the official on-demand video of the live stream!

MomoCon 2026 Gathers More Than 67,000 Anime, Pop Culture Fans Over Memorial Day Weekend

ATLANTA, GA — June 3, 2026 — MomoCon, the largest celebration of gaming and anime in the Southeast United States, has again broken its attendance records, welcoming 67,277 fans to the Georgia World Congress Center during May 21-24. MomoCon organizers will aim to set new records when the event returns to Atlanta from Thursday, May 27, to Saturday, May 30, 2027.

This year’s MomoCon included the North American debut of Wonder Festival, Japan’s most influential showcase of figure and model craftsmanship. More than 40 studio professionals, hobbyists, and figure designers set up shop in a dedicated area of MomoCon’s exhibit hall space, giving American fans a one-of-a-kind chance to experience Japan’s figure and collectible culture firsthand.

MomoCon 2026 also welcomed legendary Tekken director Katsuhiro Harada, who drew fans to a dedicated panel and signing. Harada-san has recently announced the foundation of VS Studio, which he will lead as director under long-time fighting game publisher SNK Corporation.

Members of the hit webseries Critical Role were featured guests at this year’s MomoCon, including co-founders Matthew Mercer, Ashley Johnson, Taliesen Jaffe, Travis Willingham, and Liam O’Brien, drawing hundreds of attendees to their exclusive panel and autograph sessions.

MomoCon 2026 raised a total of $10,000 for its charity partner Silence the Shame, a [501(c)(3)] non-profit organization dedicated to revolutionizing mental health in high stress communities.

“We spend all year organizing MomoCon to see the impact we have on people’s lives, be it smiles on 67,000 plus faces or raising money for worthy causes,” says Chris Stuckey, co-founder, MomoCon. “This year’s event was our most impactful yet, and we look forward to making an even more profound positive change in 2027!”

Membership for MomoCon 2027 is available now. Four day pass membership is available for $87.13. Single day membership for Thursday and Sunday costs $63.99.  Friday only membership is available for $69.77, and Saturday for $81.34.

For more information, visit the official MomoCon website and follow MomoCon on TwitterFacebookTumblrDiscord, and Instagram for event updates.

Global Game Jam and Endless Foundation are launching a new initiative designed to support indie studios and emerging game talent

From GGJ: GGJ Micro-Missions: Small Projects, Big Impact is a pilot program that connects indie studios with aspiring game professionals through short-form paid micro-projects in art, audio, and QA testing while helping indie studios accelerate development through this micro-project support.

Over the next year, Global Game Jam will select indie studios to receive microgrants of up to $2,500 USD each. Studios will work with GGJ to create micro-projects supporting their active game development efforts. Participants can review available micro-projects posted by studios, submit their work or sign up for assignments, and receive payment upon selection or completion.

The initiative aims to help address two ongoing challenges in the games industry: limited short-term production support for indie studios and limited opportunities for emerging talent to gain professional experience, build portfolios, and contribute to shipped games.

Through focused tasks that can be completed in under 48 hours, participants will gain real-world experience, portfolio material, and paid opportunities, while studios will receive original creative assets and valuable QA support.

Global Game Jam will coordinate participant onboarding, payment management, and project administration throughout the pilot. The program is expected to support at least 25 indie studios, engage more than 500 participants globally, and generate an estimated 1,500–2,000 paid micro-projects during its first year. At launch, the project will have three core Micro-Missions categories: artwork, audio and QA.

Interested in Participating? GGJ Micro-Missions is currently in its pre-launch phase. Developers, artists, audio creators, QA testers, and indie studios can sign up for updates and early information here: GGJ Micro-Missions Sign-Up Page

AWE USA 2026: Final Registration Deadline and Community Hack Details

If you are involved in the extended reality (XR) and spatial AI spaces, you may be interested in nothing the fast-upcoming deadline for AWE USA 2026 registration. Ticket prices for AWE USA 2026, to be held in Long Beach, will increase by $300 when late pricing kicks in on Tuesday, June 2nd. The conference is expected to host over 5,000 attendees, 250+ key exhibitors, and 400+ speakers

According to the organizers, securing a pass early is recommended for maximizing the value of the investment. Early registration grants immediate access to the official event app, which is essential for planning smart matchmaking with the attendee list for targeted networking, customizing your schedule across 16 specialized tracks and hundreds of sessions, and registering for limited-capacity side events and hands-on activations before they reach full capacity.

Special discounted rates are available for students, startups, and gaming studios, which you can check on the main AWE 2026 event page by scrolling down to the different categories.

Another time-sensitive opportunity to consider is the second Community Hack at AWE, which is scheduled to run from June 8th to 18th, 2026The objective is to build co-located experiences centered on joy and play.

The hackathon features a hybrid schedule. First there will be remote and in-person activity at USC from June 8th to 14th, then followed by the in-person finale to be hosted at AWE USA 2026 in Long Beach, CA, from June 15th to 18th.

Projects will target multiple platforms, including Snap Spectacles (for two dedicated teams), Meta Quest, XREAL/Android XR, Apple Vision Pro, and mobile devices.

This year’s Hack is connected to the IBC accelerator project, IFEL, which emphasizes community expressions of embodied joy and presence through dance, music, and playWinning projects will be showcased at AWE, the Worlds Collide: Unofficial Auggie Awards Afterparty, and the Leimert Park Juneteenth CelebrationFurther presentations are planned for festivals over the summer, leading up to a final presentation at the IBC conference in Amsterdam in September.

If you are interested in participating in the Community Hack, please fill out the dedicated application form.

Hitoshi Sakimoto’s 40 Years of Game Music to be Celebrated in London Concert

A 40-year career, over 400 projects, and a soundscape that helped defines entire generations of RPGs seems like the kind of artist and body of work to celebrate. And for Hitoshi Sakimoto, it just so happens it will be.

Game Music Festival has officially announced “The Colors of Harmony,” a new symphonic concert dedicated to celebrating the 40-year career of legendary videogame composer Hitoshi Sakimoto. The event is scheduled for June 13, 2026, at 6:00 PM at Fairfield Halls in London. Sakimoto, known for crafting some of gaming’s most recognized scores, will be in attendance for the special evening. The London Mozart Players, one of the UK’s distinguished orchestras, will perform the program under the baton of conductor Timothy Henty.

This concert marks the world premiere of a unique symphonic program dedicated entirely to Sakimoto’s extensive body of work.
Attendees can look forward to hearing beloved themes from games spanning four decades. The featured music includes tracks from Square Enix classics FINAL FANTASY TACTICS and FINAL FANTASY XII, alongside fan-favorite Vanillaware titles such as
13 Sentinels: Aegis Rim and Odin Sphere Leifthrasir. Sakimoto’s studio, Basiscape, has been instrumental (see what I did there?) in defining the soundscapes for worlds from the political intrigue of Ivalice to the time-bending narrative of 13 Sentinels.

The evening will be hosted by a notable lineup that includes Ben Starr, the BAFTA-nominated voice of Clive Rosfield in
FINAL FANTASY XVI, composer and content creator Alex Moukala, cosplayer Leon Chiro, and Darryl from Final Fantasy Union.
Further adding to the fan appeal, voice actors from FINAL FANTASY TACTICS: The Ivalice Chronicles — Joe Pitts (Ramza), Eleanor Bennett (Princess Ovelia), and Gregg Lowe (Delita Heiral) — are also scheduled to appear live.

For those looking for a deeper dive, VIP Band A tickets include access to a full-day celebration, featuring a
Final Fantasy Union Pub Quiz and a Masterclass with Sakimoto himself, hosted by Alex Moukala.

Hitoshi Sakimoto is widely regarded as an industry pioneer, having worked on over 400 projects across videogames, animated series, and independent album releases. He established Basiscape in 2002, which is now one of Japan’s largest independent videogame music production companies. Reflecting on the milestone, Sakimoto shared that, together with the Game Music Festival, they felt this was the “perfect moment to look back on my work and celebrate these 40 years through a special artistic event”. He concluded by calling the project a “truly unique occasion and a deeply meaningful day” and invited fans to London to share the moment. Tickets for the concert begin at £55 and are available now.

GDC Festival of Gaming 2026 Trends Report Offers Expert Perspectives on Generative AI, Co-development, Advocacy, Game Publishing & Financing and More

Report Provides Insights from a Diverse Set of GDC Festival of Gaming Speakers and Sessions, Interviews with Esteemed Industry Voices at the Festival

SAN FRANCISCO – MAY 27, 2026 – The organizers of GDC Festival of Gaming have released the second annual GDC Trends Report. The report provides key insights on emerging trends and themes in the game development community drawn from GDC sessions, panels and activations, with personal accounts and perspectives of a diverse mix of thought leaders, experts and innovators. The emerging trends that were actively discussed at GDC Festival of Gaming include the rise and ethical use of generative AI, the expanding embrace of co-development as a solution to the need for more staff and resources and the challenge of securing funding and publisher partnerships. The complimentary 2026 Trends Report can be downloaded here.

Among the themes within the Trends Report are the following topics shaping the games industry and fueling the larger conversation at GDC Festival of Gaming:

  • Co-Development: Studios are embracing co-development to help make games that require more staff and resources, with solutions to help newer studios establish a foothold amidst a well-established market.

  • Dual monetization: As the Vietnamese hyper-casual market surges, and casual and hybrid-casual games turn their focus to retention over new user acquisition, the trend towards dual monetization is becoming more commonplace in mobile game development.

  • Generative AI: AI-driven assistive tools have reached a place where many game industry professionals can use them without difficulty, so the focus is now on how (or if) they should be implemented in the development process.

  • Shifting advocacy policies: As companies reevaluate their diversity efforts, many marginalized game industry professionals are feeling the impact in the workplace and in the job market.

  • Game publishing & financing: While larger studios face challenges seeking funding through proof-of-concept prototypes (and more), indie game funds are helping to fill the gaps.

The full report expands upon each of the key topics as well as related fields, and is informed by the perspective of noted GDC speakers who continue to push the creativity, resilience, and connection in the industry forward, including Tencent Games’ Head of Technology, Nathan Chen; PlayStation Studios’ Head of Production, John Doyle; Playstack’s Head of Discovery, Patrick Johnson and others.

Much like the GDC Festival of Gaming itself, the report sheds a light on the incredible achievements of the artists in the industry, with interviews featuring IGF Award-winners Jenny Jiao Hsia (creator of Consume Me and developer of Titanium Court), AP Thomson (creator of Titanium Court) and Game Developers Choice Awards winner Jennifer Svedberg-Yen (Lead writer, voice and localization producer for Clair Obscur: Expedition 33), and an interview looking back at Austin Wintory’s inspiring “A Developer’s Concert” performance. The Trends Report features further insights into the emergent trends in game development with a slate of interviews with the following industry innovators who took part in GDC Festival of Gaming as speakers, award winners, artists and panel participants:

  • Jennifer Hale – BAFTA-nominated voice actor for Metal Gear Solid, Mass Effect, Overwatch and more

  • Jenny Jiao Hsia – Creator of Consume Me, IGF Awards 2026 winner for Seumas McNally Grand Prize, Nouvo Award

  • Kevin Janzen –  CEO Gaming & Ed. Tech AI Studio, Globant

  • Amra Khullar – Senior Product Manager at The New York Times

  • Elizabeth Kilmer, PHD. – Clinical Psychologist at Respec Psychological Services

  • Lucien Parsons – Fractional COO at OpsCat

  • Shafik Quoraishee – Senior Game Developer at The New York Times

  • Jason Della Rocca – Co-Founder of Execution Labs

  • Jennifer Svedberg-Yen – Lead writer, voice and localization producer for Clair Obscur: Expedition 33

  • AP Thomson – Creator of Titanium Court, the IGF Awards 2026 winner for Seumas McNally Grand Prize and Excellence in Design

  • Austin Wintory – Composer & 2026 Grammy winner

GDC Festival of Gaming made its debut in 2026 as a boldly transformed event, designed to reflect the broader interconnected ecosystem of today’s games industry. The Festival brings together thousands of game-makers, publishers, distributors, investors, founders, technologists, toolmakers, marketers, educators, and media from around the globe for a week of connection, discovery, learning and celebration. GDC Festival of Gaming will be returning to San Francisco and the Moscone Center next year, Monday, March 1 to Friday, March 5, 2027.

For more information on the GDC Festival of Gaming, please visit the official website, or subscribe to regular updates via LinkedIn, Facebook, X or BlueSky. Official photos are available via the GDC Flickr account.

About GDC Festival of Gaming

GDC Festival of Gaming is the world’s largest professional game industry event with market-defining content for programmers, artists, producers, game designers, audio professionals, business decision makers and others involved in the development of interactive games and immersive experiences. GDC brings together the global game industry community year-round through events and digital media, including GDC Vault, GameDeveloper.com, Independent Games Festival, and the Game Developers Choice Awards.

GDC is organized by Informa PLC, a leading B2B information services group and one of the leading B2B Events organizers in the world. To learn more and for the latest news and information visit www.informa.com.

D.I.C.E. Athens 2026: The Tough Questions Make the Main Stage

The Academy of Interactive Arts & Sciences (AIAS) has dropped the first details for its D.I.C.E. Athens 2026 summit, and the theme, “The Story Ahead,” is perhaps as much a challenge for accountability as it is a call for celebration.

Set for September 21–23, 2026, at the Athens Marriottthis year’s roundtables are led by heavy hitters from Arrowhead Game Studios, Virtuos, and Transcend Fund, all focused on dissecting some of the industry’s most persistent and painful problems. These are closed-door conversations where the leaders who are responsible for shipping games will dig into the deeper truths about development, capital, and global team structures. Here’s what we have from AIAS to share so far.

Co-Op Mode: On – Rethinking How We Make Games Together

Linda Tiger, Chief Operating Officer at Arrowhead Game Studios, is leading the charge on collaboration. This roundtable acknowledges that games are now so large and complex that co-development is a basic reality, requiring teams to treat collaboration across studio boundaries as a core creative practice, not just a support functionThe discussion will move beyond traditional outsourcing, focusing on how this shift impacts culture, leadership, and the crucial matter of creative ownership.

The Foreseeable Failures: Why Good Games Keep Dying for the Same Reasons

Lucien Parsons, COO of OpsCat + Dragon Snacks Games, will host a critical session on why otherwise competent studios repeat the same mistakes. Despite twenty years of post-mortems and GDC talks, leaders are still stepping into the same failure categoriesParticipants will use a seven-category framework to analyze cases where the problem was visible far in advance, aiming to give attendees a sharper model for pattern recognition and addressing issues earlier.

We’re Still Bad at Shipping Games: A Delivery Reality Check for 2026

Despite investments in better engines and tooling, game delivery remains frustratingly unpredictable—a failure Jake DiGennaro, CDO of Virtuos, will confront head-onThis session targets systemic behaviors that undermine predictability, such as rampant optimism that ignores evidence and “decision latency disguised as flexibility”It is designed as a reality check where peers can compare “scar tissue” from launches that were known to be at risk long before anyone admitted it.

Funding the Future 2.0: Global Capital Strategies and the New Investment Playbook


Lirui Ding, Investment Principal at Transcend Fund, addresses the stark divergence in industry finance, where venture capital has plummeted from $13 billion in 2021 to just $800 million in Q1 2026, even as acquirers like Electronic Arts are subjects of multi-billion dollar leveraged buyouts
Studios can no longer rely on traditional equity or publisher dealsThe session will provide practical guidance on new mechanisms filling the gap, including project financing, equity + recoup hybrids, and PC/console UA financing.

The Great North American Exodus – Building Teams in a Globalized World

Vitor de Magalhaes, Chief Revenue Officer of Companion Group, will tackle the “balkanization” of AAA development, noting that roles once deemed “intrinsic” to a core team, like design and engineering, are increasingly being led by outside teamsThis trend is felt most severely on the US West Coast, where talent and jobs are not resurfacing due to cost efficiency concerns compared to Europe and South AmericaLeaders will debate the new management structures needed for these diverse, global teams and whether this new normal truly drives quality and innovation or merely squeezes margins.

To review the most recent speaking or roundtable sessions and speakers, explore the official page with all the most updated information. D.I.C.E. Athens 2026 is shaping up to be an essential forum for leaders ready to move past the myths and address the operational realities that dictate who survives or thrives the next five years.

News Topics