Blog

  • VR for Remote Work: Where a Virtual Office Helps and Where It Gets in the Way

    Remote work has long stopped being a purely technical problem. Teams already have video calls, chats, documents, task trackers, cloud whiteboards, and calendars. So the question about VR is not "can we hold a meeting in a headset". We can. The harder question is: why put on a headset if a regular Zoom or Teams call already works.

    R. B. Atai
  • Why Indie Games Are Becoming More Popular Than AAA

    Indie games have not become more popular than AAA in every possible sense. Big releases still receive huge budgets, sell consoles, push technology forward, and occupy prime space on platform storefronts. But in recent years, indie games have become more visible in a different way: players increasingly see them not as a "cheap substitute," but as a separate source of fresh ideas, honest scope, and riskier design choices.

    R. B. Atai
  • How to Start a Game Server and Make Money

    A game server can look like a simple business: rent a machine, install Minecraft, Rust, ARK, or FiveM, open donations, and wait for money. In practice, it almost never works that cleanly. A server earns money not because it exists, but because a community forms around it, players trust the rules, admins resolve conflicts quickly, and monetization does not break the game.

    R. B. Atai6 min read
  • Metaverses: Dead Hype or the Future of the Internet

    The word "metaverse" has already gone through the full technology hype cycle: from a promise to replace the internet to an almost mocking label for expensive virtual offices and empty 3D spaces. At one point, it felt as if every brand had to buy a virtual plot of land, make avatars, and announce that the future had arrived. Then reality stepped in: headsets remained expensive, the mainstream use case stayed unclear, and the industry’s attention quickly shifted toward `AI`.

    R. B. Atai6 min read
  • Where VR Is Used Beyond Games: From the Operating Room to Space

    Games made VR visible, but many of the most interesting stories are happening far outside entertainment. In those cases, people put on a headset not for the “wow” effect, but because a regular screen is not enough: you cannot safely drop a beginner into an emergency, feel the scale of a building from a render, open up an aircraft engine on a meeting table, or send every expert to the ISS.

    R. B. Atai5 min read
  • Esports Through a Developer's Eyes: How a Player Enters the System and Where the Money Is

    It is easy to talk about esports as a player's career: climb the ranked ladder, join a team, win a tournament, start streaming, and earn money. But for a game developer, that is only the surface. From the inside, esports looks more like a restaurant kitchen: the audience sees the finished dish and the presentation, while the chef thinks about ingredients, temperature, timing, suppliers, the menu, the team, and why guests come back.

    R. B. Atai7 min read
  • Best Game Engines in 2026

    In 2026, the whole conversation around the "best game engine" is even less useful than it was a few years ago. `Unity`, `Unreal Engine`, and `Godot` are all mature enough to ship a real game. The real question is no longer "which engine is better in general?" but rather: which engine is the best fit for your game, your team size, your target platforms, and the production footprint of the project.

    R. B. Atai5 min read
  • What Is Spatial Computing and Why Is Everyone Talking About It

    It is easy to get confused by `spatial computing`, because in a single conversation people may use the term to mean a new device category, `Apple Vision Pro`, or practically any overlap between `AR`, `VR`, and 3D interfaces.

    R. B. Atai
  • How to Make Your Own Game as a Solo Developer

    In 2026, making your first game on your own has become both easier and more demanding. Easier, because you now have mature engines, solid asset marketplaces, a reasonably transparent Steamworks process, and plenty of ready-made sound libraries.

    Rustam Atai10 min read
  • How AI Is Changing Game Development

    If you look at the games industry from the inside, AI stopped being just a slick buzzword from slide decks a while ago. In 2025-2026, it started pushing into gamedev from two sides at once. On one side, it became a working tool for artists, designers, programmers, and indie teams. On the other, it became part of the games themselves: NPCs, more natural dialogue, dynamic quests, procedural worlds, and even attempts to build scenes or character behavior on the fly. And the most interesting part is that the market is no longer arguing about whether AI "will come to games." It is already here. The real argument now is different: where it genuinely makes development stronger, and where there is still more noise than results.

    Rustam Atai10 min read
  • Best VR Headsets in 2026

    The VR market in 2026 no longer looks like a race to see "who simply made a headset." Instead, it has split into several clear camps. One class of devices is built primarily for mass-market gaming and home use. Another is aimed at work, mixed reality, and spatial interfaces. A third is for development, simulators, and PCVR scenarios, where not just the display and comfort matter, but also the ecosystem, tracking, and tool compatibility.

    Rustam Atai10 min read