Drift and Boreal

Take a side on how games get made.

Signed opinion on making games: production, live ops, players and the tools studios build with. Short positions from the people doing the work.

Where the articles follow an argument you can’t stop having, the blog takes a position on the work behind the game: how it is planned, shipped, run and built.

Accessibility Options Grow Your Audience

Subtitles, remappable controls and motion options aren't a niche feature; they open the game to more players in more situations. The cheapest time to build them is before your systems harden.

By Raincheck Penner

Which LLM Can You Run On-Prem When Your IP Is Worth Eight Figures?

Engine source, unreleased assets, design documents, and platform SDKs covered by console NDAs cannot go to a hosted AI service. Open-weight models run on your own hardware keep the data in the building, but they differ in license terms, acceptable-use restrictions, coding ability, hardware requirements, and what is known about their training data.

By Jean-Luc Martel

Launch Day Is a Capacity Test You Only Get Once

Players won't remember that the servers recovered by dinner; they'll remember the queue that reset their progress. Test realistic arrival spikes across the whole player journey, and rehearse the response.

By Raincheck Penner

How to Boost Player Engagement Without Loot Boxes

Randomised paid rewards can spike revenue while leaving players uncertain and regulators interested. Engagement built on visible progress, direct sales and social play lasts longer.

By Raincheck Penner

Your Players Are Already Telling You What's Wrong

Reviews, forums, support tickets and telemetry point at the same pain points, but feedback sits because turning it into action feels overwhelming. Close the loop, internally and in public.

By Raincheck Penner

Crunch Is a Planning Failure, Not a Commitment

Crunch is what happens when the plan stops telling the truth: the milestone slips, the scope stays, and overtime quietly becomes the schedule. Cut early and protect the time for polish.

By Raincheck Penner

Ship Smaller Updates, More Often

Big updates pack in risk: shifting release candidates, repeated retesting and blunt rollbacks. Smaller, predictable releases are a risk-management strategy, as long as each one has a plan.

By Raincheck Penner

Game design in the AI era

Bring a sharper eye to your next game.

Making games while the tools keep changing? Get our research brief on AI, game design and production. See what generated assets and faster answers mean for the work—and bring better questions to your next design discussion.

Occasional dispatches, when there is something worth your attention.