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Our Editorial

Respawn Signal is not a review publication. We're a small editorial operation that covers games the way you'd cover literature, film, or architecture — with the assumption that the reader already knows what the thing is and wants to go deeper.

What we believe about games journalism

Most gaming coverage exists to answer a single question: should I buy this? That's a reasonable question and it deserves reasonable coverage. We're not trying to replace it. We just don't do it.

What we're interested in is the question after that one: having played it, what does it mean that this game exists, was made the way it was made, and landed the way it landed? That's a slower, stranger question and the answer doesn't have an embargo date.

We write about games that are recent, games that are old, and sometimes games that were barely released. Timing matters less than whether there's something worth saying.

The writers

Nuno Ferreira

Co-founder, Analysis & Culture

Noa studied cultural theory at the University of Strasbourg before spending six years covering narrative design and systemic game mechanics for print and digital outlets in France and Germany. Her background in structuralist criticism shapes how she reads the grammar of interactive design.

At Respawn Signal she leads long-form analysis on genre history and developer intent, with a particular focus on how difficulty and failure states communicate meaning beyond the mechanical.

Covers: Genre analysis, narrative design, difficulty as design language, European game development

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Callum de Vries

Co-founder, Design & Hardware

Callum worked as a level designer at a mid-size Belgian studio for four years before moving into criticism. That production-side background is visible in how he writes about spatial design and player agency — he reads maps, not just plays them.

He handles open-world criticism, hardware essays, and pieces on the economics of game production, particularly how budget constraints and publisher timelines shape the things players actually experience.

Covers: Spatial and level design, open-world structures, game hardware, production economics

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Our working rules

No review scores, ever

A number collapses an argument into a point of disagreement that doesn't require engaging with the argument. Our pieces stand or fall on the writing, not on whether you agree with the verdict.

No pre-release access or review copies

We buy or wait. This slows us down and we're fine with that. A dispatch published two weeks after a game releases because we finished it properly is more useful to us than a piece written on four hours of vertical slice access.

We don't publish under deadline pressure

There is no editorial calendar in the sense of scheduled publication dates. There are just pieces that are ready and pieces that aren't. If you're looking for consistent posting frequency, this is the wrong publication.

Corrections are public

When we get something wrong — factually, not just in interpretation — we update the piece and note what changed at the bottom. We don't delete and repost. The correction is part of the record.

Voice

How we sound and what we don't say

Dry, specific, occasionally impatient. We're not here to hype things up and we're not here to dunk on them either. The point is always the thing itself.

You won't find: "gaming has never been more exciting," "hidden gem," "surprisingly deep," "must-play," or any phrasing that exists to drive clicks rather than communicate thought.

Contact

Reach the editorial team

Questions about our editorial approach, corrections, or anything else — the contact form is the right place.

Get in touch