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Scope News

The latest Scope coverage curated for game developers.

Can we STOP tool shaming other game devs?

Tim Ruswick argues that tool shaming is getting in the way of healthy game dev discourse, especially when developers attack each other over engines, assets, or workflow choices. The broader …

Video Tim Ruswick · 2 weeks, 2 days ago
How to Plan Any Game in 10 Minutes (1-Page Game Design Doc)

Tim Ruswick lays out a one-page game design doc that can be sketched in about 10 minutes, aimed at keeping early planning focused on the game’s core promise. The template …

Video Tim Ruswick · 3 weeks, 2 days ago
Everyone Rushing to Make Games Is Making the Same Mistake

Payne Robinson argues that rushing into game production is a common trap, and that it may be healthier to pause and learn the craft first. The practical takeaway for developers: …

Video Payne Robinson · 1 month ago
"Across the industry, we don't think enough about how we match the scope to what we're making" – Mike Bithell on why the world needs an im-slim

Mike Bithell has cut Bithell Games down to three people after 11 redundancies, and is pivoting to a smaller, self-funded experiment: Vampirium 1997. The top-down “im-slim” aims to capture immersive …

News GamesIndustry.biz · 1 month, 3 weeks ago
Mistake: Stop assuming people will finish your game

Many teams still build as if every player will see the ending, but completion rates rarely support that assumption. The practical takeaway is to design for the first session, not …

Video Tim Ruswick · 2 months ago
Tip #5 Overfocus on graphic fidelity in game dev

Overinvesting in visual fidelity can quietly drain time, budget, and iteration speed without improving the game itself. For teams still early in production, the bigger risk is polishing assets before …

Video Tim Ruswick · 2 months, 1 week ago
July 3, 2026

A terse July 3 note captures a familiar reality for game developers: the work can feel like a leap into the unknown. For teams shipping under pressure, that sensation usually …

Video Tim Ruswick · 2 months, 2 weeks ago
1,000 hours of tutorials, STILL can't finish a game

The practical takeaway is blunt: 1,000 hours of tutorials still won’t teach you how to finish a game. Tim Ruswick is pushing a ship-first approach, arguing that beginners need a …

Video Tim Ruswick · 2 months, 3 weeks ago
'Larger budgets and longer schedules do not lead to better games:' Thank You For Your Application recoups dev costs in 22 hours

An indie team fresh out of university says Thank You For Your Application paid back its development costs in just 22 hours. For devs, the interesting part isn’t the headline …

News Game Developer · 2 months, 4 weeks ago