Jaime Tugayev is the News Editor for DualShockers with over a decade of experience, and a much longer love for fantasy, shooters and strategy games. It's a familiar story: the rent and groceries go up ...
The Wild West era of 3D printing, which early adopters like me have enjoyed for so long, is fading away. But as the industry grows, that's not a bad thing. I’m the deputy managing editor of the ...
Covering the video games industry since 2017, with experience in news, articles, lists, and reviews (and I blame The Legend of Zelda: Majora's Mask for that). If you are a fan of RPGs and want a third ...
Neon Giant, the developer behind pretty OK sci-fi RPG The Ascent, has just revealed its next grungy adventure at The Game Awards 2025: No Law. Its new game, which does not yet have a release date, ...
The "Game Engines - Global Strategic Business Report" has been added to ResearchAndMarkets.com's offering. The global market for Game Engines was valued at US$3 Billion in 2024 and is projected to ...
The video game Valorant, a fast-paced team-based shooter, has recently become a testing ground for a promising new direction in artificial intelligence research. The game’s developers at Riot Games (a ...
Paris-based game developer Reissad Studio has launched the first major update for its Unreal Engine 5 FPS, Bodycam, since its 2024 early access launch. The team, which has grown to include more than ...
Tristan Jurkovich began his career as a journalist in 2011. His childhood love of video games and writing fuel his passion for archiving this great medium’s history. He dabbles in every genre, but ...
The right gaming monitor can dramatically change how you experience every match, raid, or open-world adventure. Whether you're fighting for milliseconds in competitive FPS games or exploring vast ...
An HR advisor with a background in recruitment and HRIS functions, with a passion for video games and writing. Oliver grew up playing Call of Duty with his siblings and has garnered 1000s of hours ...
Reloading after every kill wasn’t just about efficiency; it was about rhythm. Old FPS games trained me to think of the reload as part of the combat flow. I’d shoot, reload, and move on to the next ...
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