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Jason Schreier

BloombergUK
Interested in
Video GamesGame DevelopmentConsole PlatformsEntertainment AI
About

Jason Schreier covers the business and production of video games for Bloomberg News, with a focus on how major studios, publishers and creators make and ship their biggest projects. He writes the Game On newsletter and is the author of several bestselling books on the modern games industry, bringing long‑running reporting threads into narrative form. As a long‑time games journalist and podcast host, he blends scoops, historical context and detailed reporting on how individual teams work, making complex corporate and creative decisions readable through specific cases. His work is distinguished by deep sourcing inside companies, attention to budgets and timelines, and a habit of following a story from internal memo to finished game.

Game On: The Video-Game Industry Beat

At Bloomberg News he covers the global video‑game industry, from console platforms to PC and mobile, through a mix of breaking news, newsletter analysis and magazine features. His reporting on Nintendo’s attempts to secure a touchscreen‑specific patent for monster capturing in Palworld Mobile shows how he uses legal and technical filings to frame competitive stakes around emerging hits and platform strategy. He also steps into broader entertainment coverage, such as interviewing former Lucasfilm leadership on how artificial intelligence is reshaping Hollywood, bringing a games‑centric understanding of technology to film and streaming. Across the Game On newsletter and related news articles, he writes directly about industry trends - price hikes, subscription models and release schedules - grounding them in specific examples and quotes from inside companies. His beat centres on how strategic decisions at publishers and platforms translate into the games players actually see and the jobs developers hold.

Grand Theft Auto VI and Industry-Defining Franchises

Schreier repeatedly uses Grand Theft Auto VI to trace how a single blockbuster title affects publishers, competitors and investors across the games business.

He has reported on the game’s delay and how it is impacting every game company, connected that delay to Take‑Two’s earnings and share price, and examined why the publisher will not share what it calls unprecedented pre‑order numbers. In newsletter pieces he writes about players having too many cheaper options to justify spending $80 on a game, using GTA VI and other releases to illustrate the pressure on premium pricing and the need for clear value propositions. Similar coverage of Diablo V, a new StarCraft shooter, Horizon Hunters Gathering, Fallout, Halo and other series shows that he treats big franchises as case studies in technology pipelines, live‑service experimentation and the risks of shifting strategies mid‑development.

He often positions tentpole games as leverage points where corporate ambition, fan expectation and production reality collide.

Xbox Cuts Jobs and Studio Reinvention

Labor conditions and corporate restructuring are a core part of his beat. He has documented Microsoft’s overhaul of its Xbox division, including coverage of thousands of job cuts, studio divestitures and the decision to move key game studios under Activision, with detail on internal notes, leadership decisions and the impact on specific teams.

A Businessweek feature on Obsidian Entertainment charts how one studio is trying to reinvent itself by making games more quickly and on smaller budgets, tying creative ambitions to financial constraints and internal culture. External write‑ups describe how his reporting has revealed canceled projects and shifting strategies at companies such as Bungie, Obsidian and PlayStation studios, showing how sudden cuts and reorganizations reverberate through long‑running franchises and new studios alike.

Across these stories he returns to the human and structural consequences of corporate decisions, treating layoffs, studio closures and reshuffles as central events in the games landscape rather than back‑office news.

The $40 Million Journey Behind Game Development

Schreier devotes significant space to narrative features that walk through the multi‑year development of individual games, showing how budgets, staffing and design decisions evolve over time. Pieces such as The $40 Million Journey Behind The Blood of Dawnwalker and The Six‑Year Journey Behind Big Walk move step by step through production - from early concepts to launch - highlighting how creative risks, publisher expectations and technical hurdles intersect. He has chronicled Valve’s 14‑year effort to make the Steam Machine, the long and expensive road to shipping The Hundred Line: Last Defense Academy, and the ways that being dropped by a major partner like Amazon can force a studio to rethink its identity and slate. His books on the games industry extend this approach, compiling reporting on troubled and successful projects into longer narratives about how studios manage crunch, cancellations, acquisitions and unexpected hits.

Across this body of work he consistently foregrounds internal documents, budget numbers and first‑hand accounts, turning opaque development cycles into concrete stories of teams, tools and trade‑offs.

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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.

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Aaron Trueman

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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.

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Adam Riley

cubed3.com

Adam Riley’s reporting stands out for showing how products perform in real life, not just on paper. He is operations director at Cubed3, where he writes hands-on reviews of gaming hardware, audio gear, accessories, storage, smart tech and creator tools. His beat includes headsets, earbuds, speakers, lights, docks, chargers, power banks, stands, gaming chairs and desktop gear, judged by usability, reliability, comfort and everyday performance. He also covers industry design and engineering through interviews, plus UK game charts and release trends. His wider work includes reviews of Japanese snack, beauty and lifestyle boxes, event reports and live music. He links technical features to gaming, streaming and mobile work, tests how products fit into busy setups, and explains where design choices, software limits or missing features affect daily use.

UK·Technology
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Al Landes

gadgetreview.com

Al Landes focuses on what AI, security, and hardware choices mean for everyday users. He is a long-time tech writer and managing editor at Gadget Review, where he oversees review writers and reports for the technology desk. His work covers AI agents, privacy, cybersecurity, personalized tech, consumer hardware, accessories, and practical troubleshooting. He examines issues such as Meta’s Muse, Google’s Personal Intelligence, malware in anime wallpapers, and McAfee’s focus on identity and personal data. His hardware coverage includes iPhone cases, Apple TV 4K, and the Apple–Samsung rivalry. He also writes about hotel technology, science claims, and sports technology such as the PONGBOT Aura training robot. He uses hands-on testing, clear explainers, and evidence-based reporting to show risks, benefits, trade-offs, and whether a product or upgrade is worth the money.

UK·Technology
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