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		<title>Time Extension | Tag: Interviews</title>
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			<pubDate>Fri, 17 Oct 2025 13:00:00 GMT</pubDate>
			<title>Feature: &quot;We Live In An Age Where Even Bubsy Can Make A Comeback&quot; - Meet The Developers Trying To Resurrect The Barcode Battler</title>
			<description><![CDATA[<p><strong>"I actually had a meeting with the chaps over at Epoch Japan several months back".</strong></p><p>It's the year 2025, and <a href="https://www.timeextension.com/news/2025/06/random-i-was-pranked-by-these-metroid-barcode-battler-cards-and-now-i-wish-they-were-legit">we have not one</a>, but two new Barcode Battler decks. What a time to be alive!</p><p>Created by industry veteran <a class="external" href="https://x.com/WebbstaWebb">Keith Webb</a> of Tanukii Studios, <a class="external" href="https://www.nintendolife.com/news/2011/09/interview_tanukii_studios_go_go_kokopolo_and_beyond">who Nintendo Life interviewed</a> about his DSi title <a href="https://www.nintendolife.com/games/dsiware/go_go_kokopolo"><strong>Go! Go! Kokopolo</strong></a>, this new deck is a serious attempt to create a fun and engaging game which leverages the unique aspects of the hardware.</p><p>Read the <a href="https://www.timeextension.com/features/we-live-in-an-age-where-even-bubsy-can-make-a-comeback-meet-the-developers-trying-to-resurrect-the-barcode-battler">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/we-live-in-an-age-where-even-bubsy-can-make-a-comeback-meet-the-developers-trying-to-resurrect-the-barcode-battler</link>
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			<pubDate>Wed, 15 Oct 2025 16:05:00 GMT</pubDate>
			<title>Interview: &quot;We Can&#039;t Say Anything About It Being A Video Game Console&quot; - Meet The Sales Genius Who Helped Launch The NES</title>
			<description><![CDATA[<p><strong>Bruce Lowry's journey from Nintendo to Sega and back again!</strong></p><p>The launch of the Nintendo Entertainment System in North America is one of gaming's greatest success stories.</p><p>At the time of its original test market release in October 1985, the market for video game consoles in North America was considered to be dead, with memories still strong among retailers of the video game crash that had occurred just two years prior.</p><p>Read the <a href="https://www.timeextension.com/features/interview-we-cant-say-anything-about-it-being-a-video-game-console-meet-the-sales-genius-who-helped-launch-the-nes">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-192284</guid>
			<link>https://www.timeextension.com/features/interview-we-cant-say-anything-about-it-being-a-video-game-console-meet-the-sales-genius-who-helped-launch-the-nes</link>
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			<pubDate>Mon, 08 Sep 2025 15:05:00 GMT</pubDate>
			<title>Interview: &quot;We Did Try To Keep &#039;Forest&#039; In The Name&quot; - How Mario 64&#039;s Princess Peach Helped Bring Animal Crossing To The West</title>
			<description><![CDATA[<p><strong>Leslie Swan's journey from Nintendo Power to Nintendo legend.</strong></p><p>By her own admission, Leslie Swan isn't a very good self-promoter, but she needn't worry as her credits do a great job of getting across her credentials for her.</p><p>Over her 28 years at Nintendo, she has been credited on dozens of games as a localization manager, working on pretty much all the mainline <strong><a class="external" href="https://www.timeextension.com/games/nes/legend_of_zelda">Zelda</a></strong> titles from <strong><a class="external" href="https://www.timeextension.com/games/n64/legend_of_zelda_majoras_mask">Majora's Mask</a></strong> to <strong><a class="external" href="https://www.timeextension.com/games/3ds/legend_of_zelda_majoras_mask_3d">Majora's Mask 3D</a></strong>, in addition to games like <strong><a class="external" href="https://www.timeextension.com/games/gamecube/animal_crossing">Animal Crossing</a></strong>, and <strong><a class="external" href="https://www.timeextension.com/games/gba/warioware_inc_mega_microgameusd">WarioWare</a>.</strong></p><p>Read the <a href="https://www.timeextension.com/features/interview-we-did-try-to-keep-forest-in-the-name-how-mario-64s-princess-peach-helped-bring-animal-crossing-to-the-west">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-187455</guid>
			<link>https://www.timeextension.com/features/interview-we-did-try-to-keep-forest-in-the-name-how-mario-64s-princess-peach-helped-bring-animal-crossing-to-the-west</link>
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			<pubDate>Tue, 26 Aug 2025 15:05:00 GMT</pubDate>
			<title>Interview: &quot;Localization&#039;s Come A Long Way In The Last 25 Years&quot; - The Incredible Story Behind Final Fantasy IX&#039;s Epic Translation</title>
			<description><![CDATA[<p><strong>"Our whole goal was to capture the sheer variety and texture that was in the Japanese script".</strong></p><p><strong><a class="external" href="https://www.timeextension.com/games/ps1/final_fantasy_ix">Final Fantasy IX</a></strong> celebrated its 25th anniversary earlier this year, having originally released in Japan on July 7th, 2000.</p><p>Developed as the last mainline entry on the original PlayStation, the critically acclaimed turn-based RPG proved to be a landmark title in the legendary series, taking the series back to its medieval roots to pay tribute to what had come before.</p><p>Read the <a href="https://www.timeextension.com/features/interview-localizations-come-a-long-way-in-the-last-25-years-the-incredible-story-behind-final-fantasy-ixs-epic-translation">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-186914</guid>
			<link>https://www.timeextension.com/features/interview-localizations-come-a-long-way-in-the-last-25-years-the-incredible-story-behind-final-fantasy-ixs-epic-translation</link>
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			<pubDate>Sat, 09 Aug 2025 11:00:00 GMT</pubDate>
			<title>Feature: &quot;It Should Be The Creators On The Packaging, Not The Publishing Label&quot;</title>
			<description><![CDATA[<p><strong>Kevin Toms talks 'Football Star Manager'.</strong></p><p>While <a href="https://www.timeextension.com/games/psp/championship_manager">Championship Manager</a> and <a href="https://www.timeextension.com/games/switch-eshop/football_manager_2024_touch">Football Manager</a> might be considered the giants of the soccer management genre, Kevin Toms deserves his place in history for creating the original <a href="https://www.timeextension.com/games/spectrum/football_manager">Football Manager</a> franchise all the way back in 1982.</p><p>The first title effectively created the entire genre, and is fondly remembered by many who owned home computer in the '80s. Toms revived the series for smartphones as <strong>Football Star* Manager</strong> in 2016, and launched a Kickstater in 2022 to fund the development of a new title.</p><p>Read the <a href="https://www.timeextension.com/features/it-should-be-the-creators-on-the-packaging-not-the-publishing-label">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-186278</guid>
			<link>https://www.timeextension.com/features/it-should-be-the-creators-on-the-packaging-not-the-publishing-label</link>
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			<pubDate>Thu, 24 Jul 2025 11:00:00 GMT</pubDate>
			<title>Interview: &quot;I Wasn&#039;t Expecting This Level Of Success&quot; - Spectrum Next Boss On Crowdfunding, Cores And Commodore</title>
			<description><![CDATA[<p><strong>"We all agree that the Speccy is the superior platform".</strong></p><p>The <a href="https://www.timeextension.com/guides/best-zx-spectrum-games-of-all-time">Sinclair ZX Spectrum</a> is perhaps the most famous home computer to come out of the British Isles.</p><p>Launched in 1982, it is credited with creating an entire generation of designers, artists and developers, and continues to attract adoration and attention more than 40 years later – as evidenced by the amazing success of the recent <a class="external" href="https://www.kickstarter.com/projects/spectrumnext/zx-spectrum-next-issue-3-0">Spectrum Next crowdfunding campaign</a>.</p><p>Read the <a href="https://www.timeextension.com/features/interview-i-wasnt-expecting-this-level-of-success-spectrum-next-boss-on-crowdfunding-cores-and-commodore">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-185611</guid>
			<link>https://www.timeextension.com/features/interview-i-wasnt-expecting-this-level-of-success-spectrum-next-boss-on-crowdfunding-cores-and-commodore</link>
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			<pubDate>Thu, 17 Jul 2025 12:00:00 GMT</pubDate>
			<title>Interview: &quot;It Felt Very &#039;Computer-y&#039; To Give English Names To Things&quot; - Hitoshi Sakimoto On Creating His Famous &#039;Terpsichorean&#039; Sound Driver</title>
			<description><![CDATA[<p><strong>"I’d get all excited just seeing something like 'syntax error' pop up on the screen".</strong></p><p>In the world of video game music, <a class="external" href="https://www.sakimoto.jp/">Hitoshi Sakimoto</a> holds a truly unique position.</p><p>He began his career in composition at the tender age of 16, and in the 40 years which have passed, he has scored over 400 different video games, with titles such as <a href="https://www.timeextension.com/games/nintendo-switch-2/final-fantasy-tactics-the-ivalice-chronicles-nintendo-switch-2-edition">Final Fantasy Tactics</a>, <a href="https://www.timeextension.com/games/switch-eshop/radiant_silvergun">Radiant Silvergun</a>, <a href="https://www.timeextension.com/games/switch-eshop/valkyria_chronicles">Valkyria Chronicles</a>, <a href="https://www.timeextension.com/games/nintendo-switch/final_fantasy_xii_the_zodiac_age">Final Fantasy XII</a>, <a href="https://www.timeextension.com/games/psvita/dragons_crown">Dragon's Crown</a>, <a href="https://www.timeextension.com/games/saturn/soukyugurentai">Soukyugurentai</a> and many more to his name.</p><p>Read the <a href="https://www.timeextension.com/features/interview-it-felt-very-computer-y-to-give-english-names-to-things-hitoshi-sakimoto-on-creating-his-famous-terpsichorean-sound-driver">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-185338</guid>
			<link>https://www.timeextension.com/features/interview-it-felt-very-computer-y-to-give-english-names-to-things-hitoshi-sakimoto-on-creating-his-famous-terpsichorean-sound-driver</link>
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			<pubDate>Fri, 11 Jul 2025 13:00:00 GMT</pubDate>
			<title>Feature: &quot;No In-House Jokes And Keep It Clean&quot; - How Legendary &#039;90s Mag Mean Machines Was Revived For A New Generation</title>
			<description><![CDATA[<p><strong>"This was the most fun I’ve had working on anything in years".</strong></p><p>We recently reported on the fact that Supercell – famous for its smartphone games – had teamed up with a bunch of former EMAP journalists to create <a class="external" href="https://www.timeextension.com/news/2025/07/the-team-behind-mean-machines-has-created-a-new-magazine-with-sega-and-supercell">Super Cellphone Gamer</a>, a promotional magazine based on the legendary <a href="https://www.timeextension.com/features/the-making-of-mean-machines-the-magazine-that-sold-console-gaming-to-the-uk">Mean Machines</a>, one of the UK's best-selling multi-format publications, which first launched back in 1990.</p><p>It's no exaggeration to say that I owe my career to Mean Machines and the people who made it; the magazine was a <em>tremendous</em> influence on me as a young gamer, and effectively shaped my gaming tastes at a very early age – as was no doubt the case with thousands of other British kids.</p><p>Read the <a href="https://www.timeextension.com/news/2025/07/no-in-house-jokes-and-keep-it-clean-how-legendary-90s-mag-mean-machines-was-revived-for-a-new-generation">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-185111</guid>
			<link>https://www.timeextension.com/news/2025/07/no-in-house-jokes-and-keep-it-clean-how-legendary-90s-mag-mean-machines-was-revived-for-a-new-generation</link>
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			<pubDate>Thu, 26 Jun 2025 15:05:00 GMT</pubDate>
			<title>Interview: Urban Strike&#039;s Agent Ego On EA, Buffy The Vampire Slayer, &amp; Rebooting A Capcom Classic</title>
			<description><![CDATA[<p><strong>"I could probably roll out of bed and sleepwalk through making a new Strike game".</strong></p><p>Initially getting his start back in the mid-80s, the LA-based producer, designer, and project lead Antonio "Tony" Barnes has been making games for almost four decades now.</p><p>During that time, he has understandably managed to be involved with the creation of a lot of great games, having worked at a wide variety of companies such as Electronic Arts, Crystal Dynamics, The Collective, and Double Helix.</p><p>Read the <a href="https://www.timeextension.com/features/interview-urban-strikes-agent-ego-on-ea-buffy-the-vampire-slayer-and-rebooting-a-capcom-classic">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-184212</guid>
			<link>https://www.timeextension.com/features/interview-urban-strikes-agent-ego-on-ea-buffy-the-vampire-slayer-and-rebooting-a-capcom-classic</link>
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			<pubDate>Fri, 06 Jun 2025 11:05:00 GMT</pubDate>
			<title>Interview: &quot;He&#039;s Just Out Of Sync&quot; - Heart Of Neon Director&#039;s 9-Year Journey To Document One Of The UK&#039;s Most Unique Game Devs</title>
			<description><![CDATA[<p><strong>We speak to Paul Docherty about his new film Heart of Neon.</strong></p><p>There are few British video game developers (still working today) who can claim to have quite as interesting or as impressive a career as the Llamasoft founder Jeff Minter.</p><p>For the last four decades, he has endured all manner of incidents and setbacks the industry has thrown at him — and, through all that, has managed to stay remarkably true to himself, building exactly the kinds of experiences he wants, without compromise or defeat.</p><p>Read the <a href="https://www.timeextension.com/features/interview-hes-just-out-of-sync-heart-of-neon-directors-9-year-journey-to-document-one-of-the-uks-most-unique-game-devs">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-183183</guid>
			<link>https://www.timeextension.com/features/interview-hes-just-out-of-sync-heart-of-neon-directors-9-year-journey-to-document-one-of-the-uks-most-unique-game-devs</link>
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			<pubDate>Wed, 14 May 2025 08:05:00 GMT</pubDate>
			<title>Feature: Tomohiro Nishikado On Making &#039;Space Invaders&#039; And What Makes Games Fun</title>
			<description><![CDATA[<p><strong>"Younger people who want to make games should play really old games".</strong></p><p>One of the formative figures of video games is <a href="https://www.timeextension.com/news/2024/03/space-invaders-creator-becomes-honorary-member-of-japans-game-preservation-society-on-80th-birthday">Tomohiro Nishikado</a>. Known for creating the arcade game smash hit <strong><a href="https://www.timeextension.com/games/arcade/space_invaders">Space Invaders</a></strong>, I caught up with him about his long and storied career.</p><p>“I was born in Osaka, in a place called Kishiwada, and I spent most of my young life there until I moved to Tokyo when I was 18, when I went to university. My father ran a business related to the making and maintenance of craftsmen's tools. So when I was growing up, I could always find spare materials and tools to make things.</p><p>Read the <a href="https://www.timeextension.com/features/tomohiro-nishikado-on-making-space-invaders-and-what-makes-games-fun">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-182231</guid>
			<link>https://www.timeextension.com/features/tomohiro-nishikado-on-making-space-invaders-and-what-makes-games-fun</link>
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			<pubDate>Fri, 09 May 2025 09:05:00 GMT</pubDate>
			<title>Feature: This Retro Game Store Is So Good It Has Its Own Video Game</title>
			<description><![CDATA[<p><strong>"People think it's cute that a retro store has its own retro game".</strong></p><p>If you've ever been lucky enough to visit the historic UK city of York, then there's a good chance you've visited the excellent <a href="https://www.timeextension.com/features/retail-therapy-sore-thumb-retro-games-york-united-kingdom">Sore Thumb Retro Games</a>, an independent store packed to the rafters with video games, anime products, vintage toys and much, much more.</p><p>As a regular visitor to the city, I've been popping in multiple times each year and on a recent trip, store owner Lee Cunningham mentioned that Sore Thumb is getting its very own video game—and if that wasn't cool enough, it's been coded by the 13-year-old David Carter.</p><p>Read the <a href="https://www.timeextension.com/features/this-retro-game-store-is-so-good-it-has-its-own-video-game">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-182148</guid>
			<link>https://www.timeextension.com/features/this-retro-game-store-is-so-good-it-has-its-own-video-game</link>
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			<pubDate>Fri, 18 Apr 2025 15:05:00 GMT</pubDate>
			<title>Interview: &quot;Music Is Pretty Much All I Think About&quot; - PaRappa The Rapper&#039;s Creator On His Journey From Pop Star To Game Dev</title>
			<description><![CDATA[<p><strong>"I didn't know anything about what other people in the gaming industry were doing".</strong></p><p>In December 1996, Sony Computer Entertainment published the video game <a class="external" href="https://www.timeextension.com/games/ps1/parappa_the_rapper">PaRappa the Rapper</a> in Japan – a groundbreaking title about a paper-thin rapping dog on a quest to win the heart of his beloved (a humanoid flower named Sunny Funny).</p><p>Developed by NanaOn-Sha – a game company that was founded several years earlier by the Japanese pop star Masaya Matsuura (of the band Psy•s) – the title went on to become a worldwide sleeper hit and has since acquired a passionate fanbase thanks to its charming visuals (designed by the American artist and graphic designer Rodney Greenblat) and its memorable tunes featuring catchy lyrics about everything from learning karate (“Kick! Punch! It's all in the mind”) to needing the restroom.</p><p>Read the <a href="https://www.timeextension.com/features/interview-music-is-pretty-much-all-i-think-about-parappa-the-rappers-creator-on-his-journey-from-pop-star-to-game-dev">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-179820</guid>
			<link>https://www.timeextension.com/features/interview-music-is-pretty-much-all-i-think-about-parappa-the-rappers-creator-on-his-journey-from-pop-star-to-game-dev</link>
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			<pubDate>Wed, 09 Apr 2025 17:00:00 GMT</pubDate>
			<title>Interview: &quot;I&#039;m The Last Person Who Wants To F**k Sensible Soccer Up&quot; - Jon Hare On Sociable Soccer &amp; What&#039;s Next</title>
			<description><![CDATA[<p><strong>The industry veteran has his sights set on the free-to-play market.</strong></p><p>Jon Hare is a figure whose name is likely to conjure up warm nostalgic feelings in the hearts of many who grew up playing computer games in the UK in the '80s and '90s.</p><p>As one of the co-founders behind the influential software house Sensible Software, he helped design some of the best football games for home computers like <a class="external" href="https://www.timeextension.com/games/c64/microprose_soccer"><strong>Microprose Soccer</strong></a>, <strong><a class="external" href="https://www.timeextension.com/games/amiga/sensible_world_of_soccer_9697">Sensible Soccer</a></strong>, and <strong><a class="external" href="https://www.timeextension.com/games/amiga/sensible_world_of_soccer_9697">Sensible World of Soccer</a></strong>, as well as a bunch of other non-sports-related titles too, such as <strong>Parallax</strong>, <strong><a class="external" href="https://www.timeextension.com/games/c64/wizball">Wizball</a></strong>, and <strong><a class="external" href="https://www.timeextension.com/games/amiga/cannon_fodder">Cannon Fodder</a></strong>.</p><p>Read the <a href="https://www.timeextension.com/features/interview-im-the-last-person-who-wants-to-fk-sensible-soccer-up-jon-hare-on-sociable-soccer-and-whats-next">full article on timeextension.com</a></p>]]></description>
			<guid isPermaLink="false">https://www.timeextension.com/#article-180699</guid>
			<link>https://www.timeextension.com/features/interview-im-the-last-person-who-wants-to-fk-sensible-soccer-up-jon-hare-on-sociable-soccer-and-whats-next</link>
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			<pubDate>Tue, 01 Apr 2025 15:05:00 GMT</pubDate>
			<title>Interview: “You&#039;ve Got To Take Chances” - Monolith Co-Founder On What Made The Company Special</title>
			<description><![CDATA[<p><strong>"I think the marketplace has become a little bit saturated with 'meh'".</strong></p><p>On February 25, 2025, it was announced that the Washington-based developer Monolith Productions would be closing its doors for good, causing a mass outpouring of grief from all corners of the games industry.</p><p>Since its formation back in 1994, the developer had built up a large and loyal following in the gaming community, thanks to its work on licensed games like <strong><a class="external" href="https://www.timeextension.com/games/ps4/middle-earth_shadow_of_mordor">Middle Earth: The Shadow of Mordor</a></strong>, <strong>Tron 2.0</strong>, and <strong>Alien Versus Predator 2</strong>, as well as classic first-person shooters like <strong>Blood</strong>, <strong>The Operative: No One Lives Forever</strong>, and <strong>F.E.A.R</strong>.</p><p>Read the <a href="https://www.timeextension.com/features/interview-lyouve-got-to-take-chancesr-monolith-co-founder-on-what-made-the-company-special">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/interview-lyouve-got-to-take-chancesr-monolith-co-founder-on-what-made-the-company-special</link>
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			<pubDate>Fri, 21 Mar 2025 12:00:00 GMT</pubDate>
			<title>Interview: &quot;I Have All The Freedom &amp; No Power&quot; - Astro Boy &amp; Segagaga Director Tez Okano On His Greatest Hits &amp; Going Indie</title>
			<description><![CDATA[<p><strong>"A number of overseas developers have said, 'We want you to make a [Segagaga] sequel'".</strong></p><p>The Segagaga director Tetsu "Tez" Okano has had an extraordinary but unconventional career in video games.</p><p>As a kid growing up in 1970s Japan, he fell in love with arcade games like <strong>Space Invaders</strong> and <strong>Galaxian</strong> but never initially considered that he would be able to make a career for himself in video games. As a result, he put his growing fascination with the burgeoning new industry to one side for a number of years, finishing his education and later going on to land a job with the Japanese publisher Kodansha as a manga artist contributing stories to "Morning" magazine between 1990 and 1991. Very quickly, though, as he has said in the past, he <a class="external" href="https://www.thedreamcastjunkyard.co.uk/2025/01/an-interview-with-tetsu-tez-okano.html">ended up discovering, that the occupation of an manga artist offered very little in the way of job security</a> and decided that he should probably start looking for some more stable employment. Because of this, he soon found himself applying for a job at the arcade company Sega, which he claims was on the search for unusual talent at the time, eventually getting a job at Sega's AM Research &amp; Development No. 3 in 1992.</p><p>Read the <a href="https://www.timeextension.com/features/interview-i-have-all-the-freedom-and-no-power-astro-boy-and-segagaga-director-tez-okano-on-his-greatest-hits-and-going-indie">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/interview-i-have-all-the-freedom-and-no-power-astro-boy-and-segagaga-director-tez-okano-on-his-greatest-hits-and-going-indie</link>
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			<pubDate>Thu, 20 Mar 2025 16:05:00 GMT</pubDate>
			<title>Interview: &quot;We’ve Come Full Circle!&quot; - WayForward On Sigma Star Saga DX, And What&#039;s Next For The Shantae Developer</title>
			<description><![CDATA[<p><strong>We chatted briefly with Matt Boson, director of the upcoming enhanced port.</strong></p><p>When WayForward and Limited Run Games announced that they were planning to resurrect the GBA classic <strong><a class="external" href="https://www.timeextension.com/games/gba/sigma_star_saga">Sigma Star Saga</a></strong> earlier this year for GBA, PC, and modern consoles, it attracted a lot of excitement online — especially among those who had previously played the game growing up.</p><p>20 years later, fans of the adventure RPG/shoot 'em-up hybrid were finally being given the perfect reason to revisit the beloved title from the developer of <strong><a class="external" href="https://www.timeextension.com/games/gbc/shantae">Shantae</a></strong>, with the team not only promising to bring the title to a wide range of platforms but fix a bunch of lingering issues and address decades of feedback.</p><p>Read the <a href="https://www.timeextension.com/features/interview-werve-come-full-circle-wayforward-on-sigma-star-saga-dx-and-whats-next-for-the-shantae-developer">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/interview-werve-come-full-circle-wayforward-on-sigma-star-saga-dx-and-whats-next-for-the-shantae-developer</link>
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			<pubDate>Fri, 28 Feb 2025 14:05:00 GMT</pubDate>
			<title>Interview: &quot;We’ve Certainly Made Mistakes&quot; - Limited Run&#039;s Boss On Winning Back The Trust Of The Community</title>
			<description><![CDATA[<p><strong>"I think criticism helps us grow and ultimately become better at what we do".</strong></p><p>Those of you with a love of physical media and retro games will no doubt have heard of the name <a class="external" href="https://limitedrungames.com/">Limited Run</a>.</p><p>Founded in 2015 by Josh Fairhurst and Douglas Bogart, the company started out publishing games created by Fairhurt's Mighty Rabbit studio before transitioning to distributing the titles of other companies. Since then, Limited Run has worked with some of the biggest names in the industry to help create unique physical releases for a wide range of modern and retro formats, and in 2022, the company was acquired by Embracer.</p><p>Read the <a href="https://www.timeextension.com/features/interview-werve-certainly-made-mistakes-limited-runs-boss-on-winning-back-the-trust-of-the-community">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/interview-werve-certainly-made-mistakes-limited-runs-boss-on-winning-back-the-trust-of-the-community</link>
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			<pubDate>Tue, 18 Feb 2025 12:00:00 GMT</pubDate>
			<title>Interview: &quot;My Job Is Largely Divorced From Reality&quot; - Legendary Artist Katsuya Terada Talks Zelda, Virtua Fighter, &amp; Prince of Persia</title>
			<description><![CDATA[<p><strong>We recently had the opportunity to chat with the influential artist.</strong></p><p>Katsuya Terada is a Japanese illustrator and artist whose work has spanned many mediums over his impressive four-decade-long career.</p><p>Initially starting out in the world of advertising, following his graduation from Tokyo's Asagaya College of Art and Design, he has since gone on to contribute artwork to countless video games, films, TV shows, and manga, developing an art style that is a melting pot of different inspirations, drawing influence from classic manga, old Japanese film posters, and Franco-Belgian comics.</p><p>Read the <a href="https://www.timeextension.com/features/interview-my-job-is-largely-divorced-from-reality-legendary-artist-katsuya-terada-talks-zelda-virtua-fighter-and-prince-of-persia">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/interview-my-job-is-largely-divorced-from-reality-legendary-artist-katsuya-terada-talks-zelda-virtua-fighter-and-prince-of-persia</link>
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			<pubDate>Mon, 10 Feb 2025 16:30:00 GMT</pubDate>
			<title>Feature: &quot;I Don&#039;t Think I’d Ever Have Been Able To Guess My Life Path&quot; - Julian Rignall On Five Decades In Gaming</title>
			<description><![CDATA[<p><strong>"Mags are a part of history now".</strong></p><p>Julian Rignall is one of the most famous and influential video game journalists of the '80s and '90s, having worked on magazines such as <a href="https://www.timeextension.com/news/2022/08/zzap64-and-crash-illustrator-oliver-frey-has-passed-away">Zzap!64</a>, <a href="https://www.timeextension.com/news/2024/03/iconic-issues-cvgs-complete-guide-to-consoles">CVG</a>, <a href="https://www.timeextension.com/features/the-making-of-mean-machines-the-magazine-that-sold-console-gaming-to-the-uk">Mean Machines</a> and <a href="https://www.timeextension.com/features/iconic-issues-nintendo-magazine-system-1-and-mean-machines-sega-1">Nintendo Magazine System</a>.</p><p>He would later help to establish IGN as one of the leading video game websites in the world, and has also worked for Walmart and GamePro during a career which spans five decades.</p><p>Read the <a href="https://www.timeextension.com/features/i-dont-think-ird-ever-have-been-able-to-guess-my-life-path-julian-rignall-on-five-decades-in-gaming">full article on timeextension.com</a></p>]]></description>
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			<link>https://www.timeextension.com/features/i-dont-think-ird-ever-have-been-able-to-guess-my-life-path-julian-rignall-on-five-decades-in-gaming</link>
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