Features editor
Priya Nakamoto
Priya has spent years tracking the quieter decisions in game design, from a single trainyard room in a shooter's level design to why speedrunners treat broken physics as a feature instead of a bug. She runs most of her interviews as long phone calls rather than email exchanges, because the answers worth printing tend to show up after the rehearsed ones run out.
Latest from Priya
Ten indie games to watch this winterFrom a grief-soaked point-and-click to a cooking roguelike, here are ten independent games worth clearing space for this winter.
Is Game Pass worth it in 2026? We did the math on 14 monthsWe tracked every game we played on Xbox Game Pass for 14 months and compared the subscription cost against buying each title at retail. Here's what it actually saved us.
A conversation with a composer about writing music for menusComposer Lena Voss on writing music for the screens players spend the least time thinking about and the most time actually listening to.
Why speedrunners love broken physicsClipping through walls, rocket jumps and sequence breaks aren't bugs to speedrunners, they're the whole point. A look at why broken physics became its own art form.
The level design of a single room in Half-Life 2A close reading of the trainyard checkpoint room near the start of Half-Life 2, and the quiet design decisions that teach you an entire game's rules in under a minute.