Brendan Greene is back to modding, but now it's his own game.

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It is about one hour to presentation time and Alexander Helliwell has decided to experiment. His mod—an attempt to convert Prologue: Go Wayback's default temperate woodland biome to a scorching desert—was looking pretty slick last time I passed by: all dazzling sunsets and dry heat and, an added bonus, running quite well. Turns out that yanking most of the game's world out and replacing it with sand carries a performance uplift.
It's still performing quite well, but a glance at his screen reveals a new, seemingly major change. Now the sands are pockmarked by great stretches of an unidentifiable black substance, the aftermath of experimentation on the mod team's part. "Is that oil?" someone asks. Helliwell turns in his seat, eyes wide: "I don't know."
In the last few days of 2025, PlayerUnknown Productions summoned its developers for one of its regular in-person conflabs. Though its offices are in Amsterdam, very few of its staff actually live anywhere near the city, and to compensate for the deficit in physical communication, company policy is to have as many staff as possible make the schlep to Mokum every couple of months.
Devs roll in from across Europe on trains and planes from Finland, Hungary, the Czech Republic and beyond. At least one bleary-eyed staffer has spent 12 hours on a train from Marseilles. But they are not—this time—just here to endure a barrage of stand-ups. They're here for a modjam, the same kind of minor modding festival that fans of games like Minecraft throw all the time, with the aim of spinning up game mods in a limited period.
It's an experiment: what happens if you loose a dev team on their own game and let them do whatever they want to it, using a rough assemblage of UE5 asset-store props, the game's pre-existing systems and objects, and whatever they can gin up themselves over the course of two days' modding?

Quite a bit, it turns out. Over 48 hours, Prologue's devs spin up new mechanics, items, systems, and full-blown total conversion mods. Some of them even conjure up ad-hoc marketing departments, producing ads and mock-up Steam pages featuring their creations. At the end of the jam, they'll present their work to the rest of the studio: what they learnt, where they think the ideas could go from here. An idea that goes down particularly well might f...Read more: Full article on www.pcgamer.com
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Every Thursday
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Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
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From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday

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Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
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It is about one hour to presentation time and Alexander Helliwell has decided to experiment. His mod—an attempt to convert Prologue: Go Wayback's default temperate woodland biome to a scorching desert—was looking pretty slick last time I passed by: all dazzling sunsets and dry heat and, an added bonus, running quite well. Turns out that yanking most of the game's world out and replacing it with sand carries a performance uplift.
It's still performing quite well, but a glance at his screen reveals a new, seemingly major change. Now the sands are pockmarked by great stretches of an unidentifiable black substance, the aftermath of experimentation on the mod team's part. "Is that oil?" someone asks. Helliwell turns in his seat, eyes wide: "I don't know."
In the last few days of 2025, PlayerUnknown Productions summoned its developers for one of its regular in-person conflabs. Though its offices are in Amsterdam, very few of its staff actually live anywhere near the city, and to compensate for the deficit in physical communication, company policy is to have as many staff as possible make the schlep to Mokum every couple of months.
Devs roll in from across Europe on trains and planes from Finland, Hungary, the Czech Republic and beyond. At least one bleary-eyed staffer has spent 12 hours on a train from Marseilles. But they are not—this time—just here to endure a barrage of stand-ups. They're here for a modjam, the same kind of minor modding festival that fans of games like Minecraft throw all the time, with the aim of spinning up game mods in a limited period.
It's an experiment: what happens if you loose a dev team on their own game and let them do whatever they want to it, using a rough assemblage of UE5 asset-store props, the game's pre-existing systems and objects, and whatever they can gin up themselves over the course of two days' modding?

Quite a bit, it turns out. Over 48 hours, Prologue's devs spin up new mechanics, items, systems, and full-blown total conversion mods. Some of them even conjure up ad-hoc marketing departments, producing ads and mock-up Steam pages featuring their creations. At the end of the jam, they'll present their work to the rest of the studio: what they learnt, where they think the ideas could go from here. An idea that goes down particularly well might f...Read more: Full article on www.pcgamer.com
What do you think about this?