
Alan Wen
Alan Wen is a freelance journalist writing about video games in the form of features, interview, previews, reviews and op-eds. Work has appeared in print including Edge, Official Playstation Magazine, GamesMaster, Games TM, Wireframe, Stuff, and online including Kotaku UK, TechRadar, FANDOM, Rock Paper Shotgun, Digital Spy, The Guardian, and The Telegraph.
Latest articles by Alan Wen

I've been testing Switch 2's mouse controls for hours in Metroid Prime 4 – they're way better than expected
By Alan Wen published
Seamlessly switching between Joy-Con functions makes this more than just a mouse.

How Tanuki: Pon's Summer infuses its art style with the aesthetic of rural Japanese festivals and anime
By Alan Wen published
DenkiWorks' Liam Edwards explains why this is not just another 'Ghibli style' game.

Promise Mascot Agency review: Showa-era Japanese retro vibes, modern game design chores
By Alan Wen published
What if one of Yakuza's wild mini-games broke free?

The decades-old Doom 3 engine proves perfectly suited to new indie game Skin Deep
By Alan Wen published
Dev Brendon Chung explains why old "laser-focused" tech still matters.

South of Midnight review: Southern Gothic blended with fantasy in a tightly woven action-adventure
By Alan Wen published
Southern creature comforts.

How the South of Midnight art team achieved its artisan animation style inspired by stop-motion
By Alan Wen published
Art director Whitney Clayton and animation director Mike Jungbluth reveal how the Xbox game's eye-catching look is made.

How Fatal Fury: City of the Wolves reimagines its anime pixel art fighters for a new era
By Alan Wen published
SNK veterans Nobuyuki Kuroki and Yoichiro Soeda reveal what goes into updating a retro gaming icon for a new generation.

How Wax Heads hand-drawn 'cosy-punk' aesthetic was made using Godot
By Alan Wen published
Pattatie Games' Murray Somerwolff on recreating a music store narrative game with a brash post-punk comic book style.

Assassin's Creed Shadows PS5 review: feudal Japan at its most beautiful
By Alan Wen published
Great care is given to depicting this Japanese open world, though its dual gameplay is more conflicting.

How Ikumi Nakamura's 'art bible' helped create Promise Mascot Agency's grotesque mascots, and why collaboration in indie game development is vital
By Alan Wen published
Kaizen Game Works' developers discusses working with the former Tango Gameworks artist.

Wanderstop review: a surprisingly intricate, de-stressing tea-making indie game
By Alan Wen published
Self-reflection over a cuppa.

How Unreal Engine 5 is harnessed to blend photoreal environments with fantasy folklore in Among The Trolls
By Alan Wen published
Game director Luca Simonotti reveals how UE5 enables a perfect mix of art and game design.

How Wheel World's massive rolling landscapes were made possible with Houdini
By Alan Wen published
Small game dev teams can build large worlds without losing the human touch.

"The environment is like a character in the game": how Wanderstop's world design blends Art Nouveau and Impressionism
By Alan Wen published
The art inspiration behind the The Stanley Parable dev's new game.

How Unreal Engine and Epic's Megascan library made solo-developed Lushfoil Photography Sim possible
By Alan Wen published
Dev Matt Newell shares how he turned his hobby into a zen photography game.

Avowed review
By Alan Wen published
A skeleton holding a sword, stood in smoke, flowers grow from its skull

How Monster Hunter Wilds was made possible by Capcom's secretive RE Engine
By Alan Wen published
Devs Yuya Tokuda and Ryozo Tsujimoto reveal how its new tech impacts world design.

Procreate and Unity combine to turn Afterlove EP into a moving manga-inspired indie game
By Alan Wen published
Illustrator Soyatu, background artist Pinga and technical artist Maxi discuss their inspirations, techniques, and pay tribute to the game's late creator.

This nostalgic indie game is a mash-up of comic art and photorealism - why it works
By Alan Wen published
Despelote is a football game of two (artistic) halves.

Citizen Sleeper 2: Starward Vector review
By Alan Wen published
Life is hard but hopeful in this star belt.

How Eternal Strands' complex chaos was made possible
By Alan Wen published
Game director Frederic St. Laurent and CTO Louis Tremblay discuss using Unreal Engine 5's tools and artistic choices.

Making indie game Mythmatch - finessing 2D animation to tell diverse stories
By Alan Wen published
Creative director Moo Yu reveals this contemporary interpretation of Greek mythology isn't just cosy Hades.

How hand-crafted indie game Asterism mixes digital art and papercrafts
By Alan Wen published
Solo dev Claire Moorwood made her dream game using Unity.
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