Blake Hester writes about the people who make video games. Before joining Game Informer, he freelanced for outlets such as Polygon, Vice, USG, and Rolling Stone.
We talked to various members of the Psychonauts 2 development team about the studio's labor expectations, both in terms of what it does right and where it can improve.
The Psychonauts 2 principle artist had a lot to say about open-world game design, the value proposition of video games, and the game industry's issues with crunch.