Lincoln Carpenter
Lincoln Carpenter writes for PC Gamer about how PC games feel to play, with a particular focus on survival sandboxes, early access releases, and the technologies and design choices that shape them. He is less interested in simple announcement copy than in what scope, polish, and systems mean for players moment to moment. His coverage tends to translate technical and production details into clear expectations for the experience on screen.
Survival sandboxes and early access ambitions
Carpenter gravitates toward survival and exploration games, treating them as laboratories for how players test the limits of a system. His piece on Subnautica 2’s early access launch, for example, centers on the studio’s claim that it is “bigger and more polished” than anything it has released in early access before, and unpacks what that promise means against the series’ history of underwater survival. He pays attention to how developers talk about scope, world size, and iteration, and then anchors those claims in what players can reasonably expect at launch rather than treating them as marketing lines. Across similar work, survival is not just a genre label but a way to talk about risk, resource pressure, and discovery as design problems.
Hands-on reporting built from specific play moments
Within PC gaming coverage, Carpenter often writes news and longer pieces that are built around detailed accounts of his time inside a game. He tends to describe concrete sequences—what he was trying to do, what the game allowed or denied, and how that friction felt—so that a mechanic is understood through use rather than abstract description. When he covers new entries or major updates, he looks closely at how new systems slot into existing loops, whether they create new stories for the player, and where they introduce new failure states or edge cases. That approach gives his coverage a practical tilt: a reader comes away with a sense of how a feature changes the rhythm of play, not just that it exists.
Technology of play: polish, stability, and systems design
Working on the technology beat inside a games publication, Carpenter treats “tech” primarily as the infrastructure of play—engine changes, performance, stability, and systemic complexity—and explains why those details matter. In early access stories, he is explicit about what “polish” covers, from how stable a build is to how complete key progression paths feel. He pays attention to how features are staged over a roadmap, what that implies for long-term support, and how technical maturity compares to earlier projects from the same studio. When he discusses complex or simulation-heavy games, he breaks down systems into understandable parts and links them back to the hardware and design decisions that make them possible.
Voice, tone, and preferred formats
Carpenter writes in a plain, conversational style that lets the game’s systems and his own play experiences carry the color. His news pieces are tightly scoped and fact-forward, but he lets more personality through in longer features, especially when describing the improvisational chaos of survival or sandbox play. He tends to file in a small set of recurring formats—early access coverage, feature-length examinations of specific mechanics or genres, and news stories tied to updates or announcements—rather than broad industry commentary. Across those formats, he stays close to the screen: his work is rooted in what players will click on, build, or discover, and in how technical and design choices shape that experience.
4 more technology journalists.
Adam Conway
Adam Conway stands out for treating consumer tech as systems to experiment with rather than products to set and forget. He is a journalist at XDA who covers phones, networks, and DIY-friendly hardware with a tinkerer’s mindset. His work focuses on hands-on testing, clear explanations, and practical ways to push devices further. He writes in depth about enthusiast hardware such as ESP32-based touchscreens, mesh networking projects, and off-grid communication tools, emphasizing setup, usability, and trade-offs. On the mobile team, he covers Android phones, software updates, and ecosystem changes, digging into network performance, battery behavior, and connectivity features. He also writes detailed how-tos on modding, customization, and configuration, with a focus on risks, prerequisites, and real-world use. His coverage is analytical, enthusiast-focused, and aimed at readers who act on his reporting.
Adnan Farooqui
Adnan Farooqui is a technology journalist at SamMobile whose work centers on Samsung’s hardware, software and strategy, with a focus on what its moves mean for the company’s future. He treats foldable phones as a strategic inflection point, using devices like the Galaxy Z Flip line to examine portfolio strategy, demand, cost and competition, and to track how long Samsung sustains product lines. He also covers the everyday Galaxy ecosystem of phones, tablets, wearables and the software that connects them, following One UI and Android updates, security patches and new features. His reporting ties product news to business decisions, pricing, launch strategy, software support windows and subscription pushes. He blends fast news with analysis, separates confirmed facts from his own reading of events, and uses plain language to frame why Samsung’s choices matter to different buyers.
Alexander Haro
Alexander Haro stands out for surf and ocean culture coverage that focuses on how people really use gear and technology in the water. He writes for surf readers who care about feel, not specs, and he often uses specific surfers, sessions, and waves to show how new equipment, design ideas, and board-building trends change the ride. He writes regularly about surf equipment, especially foiling, and he covers surf craft, foils, and the practical effects of new gear on paddling, speed, and wave connection. His work is short, session-driven, and video-led, with measured, conversational reporting that avoids hype while respecting surf history and newer ideas.
Alíz Kovács-Zöldi
Alíz Kovács-Zöldi covers photography technology where engineering detail meets practical shooting. She writes for Amateur Photographer, focusing on camera gear, optical design and how new hardware shapes the way images are made. She covers camera and lens technology, especially lenses and other core parts of a kit. She looks at how new products are built and what they are designed to do, not just their spec sheets. Her stories stay close to the tech, explaining focal lengths, focusing systems and form factors in clear language. In her piece on Thypoch’s first autofocus lens with three prime focal lengths in one unit, she shows how she explains unconventional gear and its intended use. Her beat is hardware-focused, tracking advances in autofocus, optics and physical design through concrete examples of new cameras and lenses.