Game Developer Interviews
Game Developer Interviews are a core part of Fix Gaming Channel, giving space to the creators behind indie games, upcoming releases, and the worlds players are waiting to discover.
Here you will find conversations with developers about their stories, challenges, design choices, creative process, lessons learned, and the passion behind the games they are building.
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Tears of Adria Interview: Ark Island Studio on Player Feedback
Ark Island Studio co-founder Jakob Köster explains why Tears of Adria received a major overhaul, what player behaviour revealed about…
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Cubic Spree Interview – Fast Cube Combat Built for Friends
Cubic Spree launches on 25 June 2026. This interview with Martin Lovén covers cube combat, couch chaos, online multiplayer, custom…
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From Pro Tennis to Game Development: Iain Atkinson on Tennis Tycoon
Former professional tennis player and college All-American Iain Atkinson talks about building Tennis Tycoon, a premium mobile tennis management sim…
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The Tragedy at Deer Creek Interview: Sparrowland on Mystery, Loss, and Heartbreak
Sparrowland discusses The Tragedy at Deer Creek, a cinematic point-and-click adventure about photography, mystery, family, sacrifice, and quiet heartbreak.
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Fail Fail Succeed Interview: Martin Zetterman on Failure, Mental Health, and Eira
Fail Fail Succeed launches on Steam today, and solo developer Martin Zetterman speaks with Fix Gaming Channel about failure, mental…
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Ungaland Interview: Esteban on Oogie, Primal Seeds, and Building a Colorful Prehistoric Action-Adventure
UNGALAND! blends colorful prehistoric charm with action-platforming challenge, Primal Seeds, oversized weapons, and a playful soulslike edge ahead of launch.
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HaZ Dulull Explains How Astro Burn Became a Cute-em-up
HaZ Dulull discusses how Astro Burn evolved into a cute-em-up, why player feedback changed the game, and what the team…
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Exclusive Interview: Morgan Ketelaar Jaress and Anna Mihhailovskaja on Building The Perilous North
Morgan Ketelaar Jaress and Anna Mihhailovskaja discuss The Perilous North, Arctic survival, Lovecraftian mystery, crew management, visual design, and the…
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Interview: Exkee on Rescue Ops: Wildfire, Real Firefighter Input, and the Challenge of Simulating Wildfires
Exkee discusses Rescue Ops: Wildfire, firefighter collaboration, public playtest feedback, solo and co-op balancing, and the challenge of simulating large-scale…
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Rift Walker Hits 9,500+ Steam Wishlists as Ethan Mckinnon Builds in Public
Riftwalker has passed 9,500 Steam wishlists, and Ethan McKinnon’s public, community-first approach helps explain why this ambitious solo project is…
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ShipShaper demo launch — Tomas Sala on flow, minimalism, and creator-friendly exports
ShipShaper feels like a “flow-state” tool — and it’s 100% my kind of creative game I first interviewed Tomas Sala…
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Marvin on the spark behind Vital Shell
Vital Shell’s spark, balance, and the next step forward We caught up with Marvin, the developer behind Vital Shell, to…
