Alex Forbes-Calvin
Alex Forbes-Calvin writes about how technology and publishing decisions shape the business of video games, with a focus on practical lessons for studios, publishers, and partners. He covers the technology beat for GamesIndustry.biz, treating tools, platforms, and workflows less as abstract innovations and more as levers that determine whether a project finds its audience.
Technology coverage for a trade audience
Alex’s work sits firmly in the trade press rather than consumer tech or entertainment reporting. He writes for people working in and around game development and publishing, so his technology pieces look at what new tools and platforms mean for production schedules, budgets, and commercial risk. Instead of focusing on specs or hype, he highlights how technology choices affect collaboration, resourcing, and long-term support for games.
That perspective keeps his coverage grounded in how teams get games made and shipped. He is more interested in whether a technology solves a concrete production or business problem than in being first to a trend. As a result, his stories often read as operational case studies or strategy notes rather than product reviews.
Backing a winner with Far Far West
In his feature on how Fireshine Games backed a winner with Far Far West, Alex follows a single title from pitch to breakout success and shows how publisher support and tooling decisions interact at each stage. He examines how the publisher evaluated the project, what gave them confidence to commit resources, and how they worked with the development team to position the game. The piece treats the game as evidence of a repeatable model, not a one-off stroke of luck.
Within that story, technology sits alongside marketing, funding, and production as part of one decision stack. Alex uses the relationship between Fireshine and the developers to show how publishers assess risk, when they step in with hands-on support, and how they think about portfolio balance. The result is a detailed look at the mechanics behind a “backed a winner” headline, useful to both publishers and studios planning their next pitch.
People-focused, practical storytelling
Across his technology beat, Alex writes in a feature-led style that foregrounds the people making calls on tools, platforms, and partnerships. His stories tend to be built around decision-makers explaining what they did, why they did it, and what they would change next time. That approach turns abstract topics like infrastructure or pipelines into concrete choices made under pressure, with clear upsides and trade-offs.
He also draws out practical guidance from his sources, such as how to prepare a project so a publisher can meaningfully back it, or how to align technical ambition with commercial reality. For communications teams, he is a fit when a story can support that kind of detail: technology with clear operational impact, teams willing to talk through their process, and outcomes that can be measured in shipped games rather than promises.
4 more technology journalists.
Aaron Brown
Aaron Brown focuses on how major games and consumer tech platforms work in practice for ordinary users, using high-profile launches to show what fans can and cannot do with the hardware and services they already own. He covers technology for GB News with an emphasis on console ecosystems, digital storefronts and online fan culture around blockbuster releases. His current work centres on big franchise titles on PlayStation and Xbox and what they mean for players. He looks past hype to practical details like missing pre-order options and staggered announcements, explaining how storefronts act as a key communication channel. He writes in a straightforward, accessible style that breaks down timelines, terminology and platform quirks. He also brings a broader consumer-technology lens, treating consoles as part of a wider home tech setup of services, apps and hardware.
Aaron Trueman
Aaron Trueman is a technology journalist at Rockstar Intel who stands out for cutting through speculation and focusing on clear release timing. He covers the business and release-cycle side of Rockstar Games, with a particular focus on Grand Theft Auto 6 and the concrete information players can take from executive announcements. His reporting tracks release dates, internal targets, project timelines, and Take-Two CEO updates, and he explains how official guidance changes expectations for when GTA 6 will arrive. He treats company leadership’s own words as the backbone of his coverage, using formal statements and industry signals to show what is firm, what has shifted, and what still matters. His work sits at the intersection of gaming, corporate strategy, and launch windows, and he reports in practical, grounded terms.
Alessio Palumbo
Alessio Palumbo is a video games and gaming technology reporter for Wccftech who pairs insider sourcing with close technical reading to show what major releases and platform changes mean in practice for players. He focuses on blockbuster franchises, high-impact industry news and long-running tentpole games, tracking how official messaging, leaks and filings evolve between reveal and release. His coverage stresses what is confirmed, what is marketing spin and what remains rumour, often centering precise claims about launch windows, content scope, monetisation, regional availability and feature sets. He brings a strong technical lens to performance, graphics modes, patches and emerging hardware, turning news into practical buying and upgrade guides. He supplements this with structured developer Q&As and detailed reviews and previews that scrutinise systems, performance and technical stability alongside design and pacing.
Alex Co
Alex Co stands out for fast, player-facing coverage of live-service games, patch notes, and the infrastructure that keeps them running. He leads news coverage at MP1st and focuses on multiplayer and shooter franchises, especially live-service shooters and co-op action games. He covers seasons, balance passes, matchmaking changes, anti-cheat measures, weapon tuning, meta shifts, server outages, scheduled downtime, and connectivity problems. He also reports on platform strategy, including exclusivity windows, cross-play, subscription services, and PC ports of console exclusives. His stories use clear change logs and plain language to show what is new, what is broken, and what has been fixed, with separate reporting on leaks, early documentation, and other non-official information.