Sushi On Wheels Interview: Neil O’Sullivan Greene on Japan, Art, and Indie Development
Neil O’Sullivan Greene discusses the Japan trip behind Sushi On Wheels, his move from artist to developer, and the work of keeping an indie project sustainable.
Indie Game News, Reviews and Developer Interviews
Neil O’Sullivan Greene discusses the Japan trip behind Sushi On Wheels, his move from artist to developer, and the work of keeping an indie project sustainable.
Epic says AI is optional for its 2026 AI MegaJam after correcting its original FAQ. The competition runs November 12–15.
PhD candidate Matteo Angeloni shares how an experiment with generative AI became NO AI ACT, an independent browser game about investigating the consequences of AI decisions.
Claymatic Games has announced an October 29 release for Knuckle Creek after seven years of development, complete with flying chickens, eight-player fights and a homemade singalong trailer.
Lucie Dewagnier and Jolan Reynaud discuss leaving larger productions, forming Falling Leaves Studio, early playtesting, and the personal story behind MyDear.exe.
Andelis Studio explains why Stelline’s Android version runs the same Swift puzzle engine as the iPhone release, and what it took to make that work.
Nerial, the studio behind Reigns, Card Shark and The Crush House, is ending development after 13 years. The decision was made with Devolver Digital, and the team will seek new opportunities.
Fix Gaming Channel compared the installed Tunnelborn and Flarebound demos and found strong technical project continuity, raising new questions about their AI disclosure history.
Travis shares what it means to build software, game-development tools, and AI-assisted projects while living and working from a 2006 Nissan Pathfinder.
From Quake and Half-Life mapping to Guerrilla, GRIP and Speed Freeks, Simen “Nemi” Stroek talks about building Pulse Drive largely by himself, the cost of solo development, optimization, and finally making a game that is truly his own.
Solo developer Mert Eker shares what AI-assisted coding genuinely enabled while building Futbolle, and how the same workflow introduced failures that looked finished but were wrong.
Rainwormhole packs 19 portal-puzzle rooms, code-drawn art and synthesized audio into a current 12,804-byte browser-game archive.
A Nintendo e-Reader printing problem helped shape Eridin, a fantasy strategy game Matt Greer is building for GBA/e-Reader hardware and PC from a shared codebase.
Seonyeop Jang of Mongma Studio shares how player feedback reshaped boss rewards, progression, readability, and build choices in Revenant Survivors.
Together After Dark development has ended. We look at RedForge’s candid final update, the game’s long history of difficulty changes, and why its challenge was not always about the monsters.
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