Scope News
The latest Scope coverage curated for game developers.
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 …
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 …
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: …
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 …
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 …
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 …
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 …
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 …
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 …