Gloria Levine
Gloria Levine is Head of Content at 80 Level, covering the gaming industry with a focus on how corporate decisions, labor trends, and technology shifts shape the work of studios and creators. She moved into content leadership in 2026 after senior editorial work at the same masthead, giving her a wide view of both news and creator-led coverage. Her output combines fast, headline-driven reporting on industry developments with curated features and interviews that spotlight individual careers and production craft.
Game Industry Layoffs and Workplace Data
Levine treats layoffs and studio closures as structural stories, not just one-off headlines.
Her reporting on Ubisoft closing two studios and laying off around 380 employees shows a direct, numbers-first style that foregrounds the scale of the decision and its impact on staff, rather than on the company brand alone. She connects individual company moves to wider workforce trends, as in her coverage of survey data indicating that 33% of US video game industry workers were laid off over the last two years.
In that piece she pulls out the headline figures, highlights which roles and segments are most affected, and ties the findings to continuing volatility across studios and publishers. She also uses related data and examples to trace how restructuring is reshaping job security and career paths in the industry, and she points readers toward further layoffs and restructuring coverage across the masthead.
Corporate Strategy, Sales, and Investor Pressure
Alongside layoff coverage, Levine tracks how corporate strategy and financial performance ripple through the games business.
Her article on Subnautica 2 selling 5 million copies in three weeks, and giving Krafton its best second quarter ever, focuses on the sales figures, the timing of the launch, and the commercial consequences of a successful title in the face of public drama between developer and publisher. She uses investor actions as another lens on the health of major firms, covering a prominent Square Enix investor who criticizes the company’s management and circulates a detailed, 100-page presentation asking shareholders for their frank views on the publisher’s issues.
In that story she foregrounds the investor’s demands, the specific operational concerns raised, and the call for shareholder feedback as a form of pressure on leadership. Levine also follows warnings from hardware leaders, reporting on statements by Phison’s chief executive that electronics manufacturers could exit product lines or even go bankrupt by the end of 2026 as an “AI memory crisis” squeezes costs and supply.
Across these pieces she links sales performance, capital markets, and component shortages to the practical realities facing studios, platforms, and tool providers.
AI, Technology, and Legal Flashpoints
Levine returns repeatedly to AI and legal risk as fault lines in contemporary game development.
She reports on Fable creator Peter Molyneux’s view that current AI tools are not “high enough quality” for game development, quoting his warning that the industry must be “very, very careful” and framing the remarks within ongoing debate about AI-assisted production. Her coverage of Larian’s response to generative AI backlash on the Divinity franchise focuses on the studio’s clear commitment that the game will not ship with AI components, treating the statement as a concrete promise rather than marketing language. Legal tension around community practices appears in her article on the Entertainment Software Association calling Minecraft and Call of Duty community servers “illegal”, where she spells out how the trade group characterizes those servers and what that stance implies for long-running fan infrastructure.
She uses technology and legal stories to map where industry norms are colliding with new tools and long-standing community behavior, and she often closes these pieces by situating them alongside other AI and policy coverage at 80 Level.
Creator-Focused Interviews and Production Coverage
Levine complements her news work with coverage that centers individual creators and their methods. In her interview on making a beautiful, cinematic real-time character using ZBrush and Unreal Engine 5, she structures the piece around the artist’s workflow, from MetaHuman skin material tweaks to lighting and performance considerations, allowing the subject’s technical detail to lead while keeping the article accessible. Her story on Palworld’s weapon animations being created by a convenience store worker zooms in on the creator’s unusual background and the challenges of finding gun expertise in Japan, emphasizing the personal route into production roles rather than just the game’s commercial success.
She also covers more contentious, personality-driven news, such as the GTA 6 leaker who vows not to stop until Take-Two apologizes and “do better”, framing the incident through the leaker’s words and the publisher’s response. Beyond individual pieces, Levine appears on 80 Level’s job digest, highlighting featured creative roles and helping connect studios with artists, designers, and technical talent through curated listings.
Taken together, these stories show a consistent interest in the people who make and shape games, from high-profile figures to early-career specialists.
4 more gaming journalists.
Adam Hales
Adam Hales stands out by treating the Xbox and wider Microsoft ecosystem as one connected whole, covering games, hardware, services, AI tools, and community culture as a single beat. He writes for Windows Central, focusing on how platform decisions, developer tools, and community dynamics shape the way people play and connect. His reporting stays close to developers and internal culture around major franchises like Halo, Age of Empires, and live‑service titles, using direct quotes and industry context. He covers console updates, handheld devices, emulation, and system changes with an eye on how they alter everyday play. He also tracks Microsoft’s AI‑driven tools such as GitHub Copilot and Microsoft 365 Copilot, explaining what new models and agents mean for developers and knowledge workers. Across stories, he reads earnings calls and shifting messaging to show what decisions signal about the future for teams and players.
Alan Wen
Alan Wen is a freelance video games journalist known for examining how games feel to play, how mechanics and structure serve their themes, and whether new entries earn their place in a series. He currently writes for TechRadar, covering features, interviews, previews, reviews, and opinion pieces. His work has appeared in Edge, Official PlayStation Magazine, GamesMaster, Games TM, Wireframe, Stuff, Kotaku UK, FANDOM, Rock Paper Shotgun, Digital Spy, The Guardian, and The Telegraph. His beat spans big-budget releases, cult titles, mobile spin-offs, Nintendo and party games, horror, atmospheric worlds, remakes, revivals, and series history. He focuses on level design, sound, narrative framing, combat, encounter design, player expectations, and fan communities. His reporting places each game within its wider series or genre and asks whether it is essential, refreshing, or merely another iteration.
Alex Blair
Alex Blair is a News.com.au reporter who stands out for treating gaming as mainstream consumer culture, not niche trade coverage. He covers major game releases, franchise news, and the business side of gaming, including projected revenue and other money questions around big titles like Grand Theft Auto VI. His broader remit also spans entertainment, finance, music, tech, travel, science, and sport. He has worked in several roles at News.com.au, including sport, and his reporting background includes football coverage. He writes in a concise, news-driven style for general readers, spelling out numbers, stakes, and context so non-specialists can follow why a release or platform matters.
Ali Haider
Ali Haider is a news editor at TwistedVoxel who specializes in detailed, version-specific coverage of video games, closely linking granular patch notes and platform changes with what studios say about their titles. He focuses on live game support, studio messaging, and platform infrastructure, tracking how patches, updates, and developer communication shape major and mid-sized releases. His beat includes live-service shooters, action and role-playing games, large publisher catalogues, and subscription lineups, with a consistent emphasis on patch names, version numbers, and specific systems affected. He reports heavily on developer statements, industry tensions, announcements, wishlists, and event-driven reveals, treating quotes and policy positions as core news drivers. Alongside news, he contributes reviews and technical support stories and brings a background in editing and managing YouTube videos to multimedia projects tied to fast-moving gaming and tech subjects.