The DeanBeat: Why making great games takes time

One of the most awkward introductions I’ve ever had to a game developer was with Dino Patti, a founder of a game studio called Playdead, back in 2011. He and his cofounders were walking on the red carpet at a big game event, and he was ushered over to me. We had no idea who the other was. I asked him to tell me about his game, Limbo, which was nominated for an indie award. He had no idea what to say, and I didn’t know what to ask. Our conversation was very short.

It was only later that I realized that Limbo was one of the most acclaimed indie titles in years. We both remembered our initial meeting when I saw him again yesterday at the Gamelab event in Barcelona, Spain, where he talked about Inside, his former company’s latest hit. That side-scrolling thriller took him six years to make, and it once again won many industry awards. In an interview, I asked him what took Playdead so long to make.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.