The studio behind John Wick and The Hunger Games has a business hiding behind the box office: selling stories more than once. Its next act depends on keeping that machine fed.
The studio behind DEFECT is testing a practical idea: experienced developers, faster production tools and a tightly held vision can give a small team room to build a richly unpleasant world.
The Orlando studio put big franchises on small screens and persuaded Nintendo to publish a game about ghostly possession. Its story exposes the awkward business of being very good at making somebody else’s games.
Five Pixar artists set out to build their own worlds. Steel Wool Studios found its calling when it let players stand inside someone else’s nightmare.
A whale, a whiskey label, and a 50-pixel square: inside the design practice of Carl Bender, where the useful detail does the talking.