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  <channel>
    <title>DEV Community: Faisal Mujahid</title>
    <description>The latest articles on DEV Community by Faisal Mujahid (@blaze_faisal).</description>
    <link>https://dev.to/blaze_faisal</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F3483155%2Fa3498941-11cd-4b26-833a-09e74ad4322f.png</url>
      <title>DEV Community: Faisal Mujahid</title>
      <link>https://dev.to/blaze_faisal</link>
    </image>
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    <language>en</language>
    <item>
      <title>THE MORTUARY ASSISTANT: How a Developer Made a Career Out of Embalming Haunted Corpses</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Sat, 27 Dec 2025 13:58:47 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/the-mortuary-assistant-how-a-developer-made-a-career-out-of-embalming-haunted-corpses-6jm</link>
      <guid>https://dev.to/blaze_faisal/the-mortuary-assistant-how-a-developer-made-a-career-out-of-embalming-haunted-corpses-6jm</guid>
      <description>&lt;p&gt;What if I told you one of the most effective horror games ever made came from a guy who quit Disney… to make a game about embalming dead bodies in his bedroom?&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Yeah. That actually happened.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp3sp8akvwum7jrjltzaa.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp3sp8akvwum7jrjltzaa.webp" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I just published a deep dive on The Mortuary Assistant — how one solo dev turned a “this is probably a bad idea” prototype into a breakout horror hit (and a million-dollar career move).&lt;/p&gt;

&lt;p&gt;👉 Read it here:&lt;br&gt;
&lt;a href="https://developers-codex.hashnode.dev/the-mortuary-assistant-how-one-developer-made-a-career-out-of-embalming-haunted-corpses" rel="noopener noreferrer"&gt;https://developers-codex.hashnode.dev/the-mortuary-assistant-how-one-developer-made-a-career-out-of-embalming-haunted-corpses&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;It’s about:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Turning boring tasks into pure anxiety&lt;/li&gt;
&lt;li&gt;Psychological horror that watches you, not the other way around&lt;/li&gt;
&lt;li&gt;Why weird ideas sometimes win harder than “safe” ones&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you like indie dev stories, horror design, or games that mess with your head instead of your reflexes, this one’s for you.&lt;/p&gt;

&lt;p&gt;Would you quit a stable job for a risky game idea? Let’s argue in the comments 👇&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>indie</category>
      <category>horrorgames</category>
      <category>steam</category>
    </item>
    <item>
      <title>THE MORTUARY ASSISTANT: How One Developer Made a Career Out of Embalming Haunted Corpses</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Sat, 27 Dec 2025 13:57:52 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/the-mortuary-assistant-how-one-developer-made-a-career-out-of-embalming-haunted-corpses-1ho7</link>
      <guid>https://dev.to/blaze_faisal/the-mortuary-assistant-how-one-developer-made-a-career-out-of-embalming-haunted-corpses-1ho7</guid>
      <description>&lt;p&gt;What if I told you one of the most effective horror games ever made came from a guy who quit Disney… to make a game about embalming dead bodies in his bedroom?&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Yeah. That actually happened.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp3sp8akvwum7jrjltzaa.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fp3sp8akvwum7jrjltzaa.webp" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I just published a deep dive on The Mortuary Assistant — how one solo dev turned a “this is probably a bad idea” prototype into a breakout horror hit (and a million-dollar career move).&lt;/p&gt;

&lt;p&gt;👉 Read it here:&lt;br&gt;
&lt;a href="https://developers-codex.hashnode.dev/the-mortuary-assistant-how-one-developer-made-a-career-out-of-embalming-haunted-corpses" rel="noopener noreferrer"&gt;https://developers-codex.hashnode.dev/the-mortuary-assistant-how-one-developer-made-a-career-out-of-embalming-haunted-corpses&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;It’s about:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Turning boring tasks into pure anxiety&lt;/li&gt;
&lt;li&gt;Psychological horror that watches you, not the other way around&lt;/li&gt;
&lt;li&gt;Why weird ideas sometimes win harder than “safe” ones&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you like indie dev stories, horror design, or games that mess with your head instead of your reflexes, this one’s for you.&lt;/p&gt;

&lt;p&gt;Would you quit a stable job for a risky game idea? Let’s argue in the comments 👇&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>gamechallenge</category>
      <category>programming</category>
      <category>development</category>
    </item>
    <item>
      <title>💥 When Your Game Plays YOU: The Algorithm Behind Marvel Rivals</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Tue, 09 Dec 2025 18:13:50 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/when-your-game-plays-you-the-algorithm-behind-marvel-rivals-1efj</link>
      <guid>https://dev.to/blaze_faisal/when-your-game-plays-you-the-algorithm-behind-marvel-rivals-1efj</guid>
      <description>&lt;p&gt;&lt;strong&gt;Gamers… gather around.&lt;br&gt;
Because Marvel Rivals has been doing something sus — and no, it’s not another overpowered hero.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;If you’ve ever won 4 games in a row and then suddenly got slapped harder than a level-1 enemy in Elden Ring…&lt;/p&gt;

&lt;p&gt;If your win rate magically floats around 50% no matter what…&lt;br&gt;
If every losing streak feels too perfectly timed...&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Foj65cuf6o03xnjtgnc1w.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Foj65cuf6o03xnjtgnc1w.png" alt=" " width="428" height="415"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;*&lt;em&gt;Congrats *&lt;/em&gt;— you might’ve experienced algorithmic matchmaking with an agenda. 👀&lt;/p&gt;

&lt;p&gt;Check out the full deep dive here 👇&lt;br&gt;
👉 &lt;a href="https://developers-codex.hashnode.dev/when-your-game-plays-you-the-hidden-algorithm-behind-marvel-rivals" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;In my latest blog, I break down:&lt;/p&gt;

&lt;p&gt;🧠 The shady-but-real EOMM (Engagement Optimized Matchmaking)&lt;br&gt;
🎮 How games manipulate difficulty to “keep you hooked”&lt;br&gt;
📉 Why your matches alternate like a toxic situationship&lt;br&gt;
🤡 And why your teammates suddenly forget how to play the objective&lt;/p&gt;

&lt;p&gt;This one was wild to research — equal parts hilarious and mildly concerning.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4tk38u5skz64d4i8qr1k.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4tk38u5skz64d4i8qr1k.webp" alt=" " width="800" height="600"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If Marvel Rivals ever made you question your skill, your sanity, or your WiFi… this blog is for you. 😂🔥&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>pcgaming</category>
      <category>fps</category>
      <category>battleroyale</category>
    </item>
    <item>
      <title>💥 When Your Game Plays YOU: The Hidden Algorithm Behind Marvel Rivals</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Tue, 09 Dec 2025 18:12:17 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/when-your-game-plays-you-the-hidden-algorithm-behind-marvel-rivals-4ik4</link>
      <guid>https://dev.to/blaze_faisal/when-your-game-plays-you-the-hidden-algorithm-behind-marvel-rivals-4ik4</guid>
      <description>&lt;p&gt;&lt;strong&gt;Gamers… gather around.&lt;br&gt;
Because Marvel Rivals has been doing something sus — and no, it’s not another overpowered hero.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;If you’ve ever won 4 games in a row and then suddenly got slapped harder than a level-1 enemy in Elden Ring…&lt;/p&gt;

&lt;p&gt;If your win rate magically floats around 50% no matter what…&lt;br&gt;
If every losing streak feels too perfectly timed...&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Foj65cuf6o03xnjtgnc1w.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Foj65cuf6o03xnjtgnc1w.png" alt=" " width="428" height="415"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;*&lt;em&gt;Congrats *&lt;/em&gt;— you might’ve experienced algorithmic matchmaking with an agenda. 👀&lt;/p&gt;

&lt;p&gt;Check out the full deep dive here 👇&lt;br&gt;
👉 &lt;a href="https://developers-codex.hashnode.dev/when-your-game-plays-you-the-hidden-algorithm-behind-marvel-rivals" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;In my latest blog, I break down:&lt;/p&gt;

&lt;p&gt;🧠 The shady-but-real EOMM (Engagement Optimized Matchmaking)&lt;br&gt;
🎮 How games manipulate difficulty to “keep you hooked”&lt;br&gt;
📉 Why your matches alternate like a toxic situationship&lt;br&gt;
🤡 And why your teammates suddenly forget how to play the objective&lt;/p&gt;

&lt;p&gt;This one was wild to research — equal parts hilarious and mildly concerning.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4tk38u5skz64d4i8qr1k.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4tk38u5skz64d4i8qr1k.webp" alt=" " width="800" height="600"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If Marvel Rivals ever made you question your skill, your sanity, or your WiFi… this blog is for you. 😂🔥&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>algorithms</category>
      <category>marketing</category>
      <category>programming</category>
    </item>
    <item>
      <title>🚇 Metro — The Only Series That Made Me Afraid of Breathing</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Wed, 03 Dec 2025 16:19:18 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/metro-the-only-series-that-made-me-afraid-of-breathing-1fog</link>
      <guid>https://dev.to/blaze_faisal/metro-the-only-series-that-made-me-afraid-of-breathing-1fog</guid>
      <description>&lt;p&gt;Alright gamers, let’s talk about a franchise that doesn’t just scare you…&lt;br&gt;
It stresses your lungs, your wallet, and your last two brain cells at the same time.&lt;/p&gt;

&lt;p&gt;I just published a fresh deep-dive into the Metro series — the games that turned “&lt;strong&gt;running out of air&lt;/strong&gt;” into a full-blown horror mechanic.&lt;/p&gt;

&lt;p&gt;👉 Read the full breakdown here: &lt;a href="https://developers-codex.hashnode.dev/metro-the-only-series-that-made-me-afraid-of-breathing" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;In this breakdown, I dive into:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Why your gas mask timer feels more dangerous than any mutant&lt;/li&gt;
&lt;li&gt;How Metro weaponizes silence, filters, and cracked glass to mess with your head&lt;/li&gt;
&lt;li&gt;The genius of using bullets as currency (because why not suffer more?)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmhunyratf3mkxdt6dqxs.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmhunyratf3mkxdt6dqxs.webp" alt=" " width="640" height="360"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you love survival horror, oppressive world-building, or games that make you check your real breathing… this one’s gonna hit.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Tell me your worst “my gas mask is breaking and I’m definitely dying” moment below.&lt;/strong&gt;&lt;br&gt;
Let's traumatize each other respectfully. 😭🔥&lt;/p&gt;

</description>
      <category>indie</category>
      <category>pcgaming</category>
      <category>gamedev</category>
      <category>playstation</category>
    </item>
    <item>
      <title>🚇 New Blog Drop: Metro — The Only Series That Made Me Afraid of Breathing</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Wed, 03 Dec 2025 16:17:53 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/new-blog-drop-metro-the-only-series-that-made-me-afraid-of-breathing-41l7</link>
      <guid>https://dev.to/blaze_faisal/new-blog-drop-metro-the-only-series-that-made-me-afraid-of-breathing-41l7</guid>
      <description>&lt;p&gt;Alright gamers, let’s talk about a franchise that doesn’t just scare you…&lt;br&gt;
It stresses your lungs, your wallet, and your last two brain cells at the same time.&lt;/p&gt;

&lt;p&gt;I just published a fresh deep-dive into the Metro series — the games that turned “&lt;strong&gt;running out of air&lt;/strong&gt;” into a full-blown horror mechanic.&lt;/p&gt;

&lt;p&gt;👉 Read the full breakdown here: &lt;a href="https://developers-codex.hashnode.dev/metro-the-only-series-that-made-me-afraid-of-breathing" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;In this breakdown, I dive into:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Why your gas mask timer feels more dangerous than any mutant&lt;/li&gt;
&lt;li&gt;How Metro weaponizes silence, filters, and cracked glass to mess with your head&lt;/li&gt;
&lt;li&gt;The genius of using bullets as currency (because why not suffer more?)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fbwdfdswa8znzzv3esxdf.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fbwdfdswa8znzzv3esxdf.jpg" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you love survival horror, oppressive world-building, or games that make you check your real breathing… this one’s gonna hit.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Tell me your worst “my gas mask is breaking and I’m definitely dying” moment below.&lt;/strong&gt;&lt;br&gt;
Let's traumatize each other respectfully. 😭🔥&lt;/p&gt;

</description>
      <category>horror</category>
      <category>gamedev</category>
      <category>design</category>
      <category>discuss</category>
    </item>
    <item>
      <title>🌙 When Your Boss Tells You to Make Magic in One Year — The Majora’s Mask Story</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Tue, 25 Nov 2025 18:28:05 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/when-your-boss-tells-you-to-make-magic-in-one-year-the-majoras-mask-story-7oi</link>
      <guid>https://dev.to/blaze_faisal/when-your-boss-tells-you-to-make-magic-in-one-year-the-majoras-mask-story-7oi</guid>
      <description>&lt;p&gt;&lt;strong&gt;Gamers, gather ‘round — this one’s wild.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Nintendo had just finished Ocarina of Time… and instead of celebrating, the team basically got hit with:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;“Great job. Now make another masterpiece. You’ve got one year. Go.”&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Futs0ej4cip083ky104kq.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Futs0ej4cip083ky104kq.jpg" alt=" " width="320" height="180"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;And somehow, out of that pure chaos, stress, and existential panic… Majora’s Mask was born.&lt;/p&gt;

&lt;p&gt;👉 Read it here: &lt;a href="https://developers-codex.hashnode.dev/when-your-boss-tells-you-to-make-magic-in-one-year-the-majoras-mask-story" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;In this blog, I dig into:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;🎭 The secret rebellion behind the game’s origin&lt;br&gt;
⏳ How a failed board game idea became the heart of the time-loop mechanic&lt;br&gt;
😵 The devs slipping their actual frustrations into NPC dialogue&lt;br&gt;
🌑 Why the game feels so emotionally heavy — because real-life crunch shaped it&lt;br&gt;
💥 And how forcing creativity under insane constraints accidentally created one of gaming’s greatest cult classics&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ftceygyaaseftb8grdrz0.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ftceygyaaseftb8grdrz0.webp" alt=" " width="800" height="800"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Majora’s Mask wasn’t supposed to work.&lt;br&gt;
But it did.&lt;br&gt;
Spectacularly.&lt;/p&gt;

&lt;p&gt;Let me know your favorite moment from Majora's Mask.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>nintendo</category>
      <category>nintendoswitch</category>
      <category>rpg</category>
    </item>
    <item>
      <title>🌙 New Blog Drop: When Your Boss Tells You to Make Magic in One Year — The Majora’s Mask Story</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Tue, 25 Nov 2025 18:24:19 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/new-blog-drop-when-your-boss-tells-you-to-make-magic-in-one-year-the-majoras-mask-story-470f</link>
      <guid>https://dev.to/blaze_faisal/new-blog-drop-when-your-boss-tells-you-to-make-magic-in-one-year-the-majoras-mask-story-470f</guid>
      <description>&lt;p&gt;&lt;strong&gt;Gamers, gather ‘round — this one’s wild.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Nintendo had just finished Ocarina of Time… and instead of celebrating, the team basically got hit with:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;“Great job. Now make another masterpiece. You’ve got one year. Go.”&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fa25p9i1e5fvkkjw7u2yh.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fa25p9i1e5fvkkjw7u2yh.jpg" alt=" " width="524" height="294"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;And somehow, out of that pure chaos, stress, and existential panic… Majora’s Mask was born.&lt;/p&gt;

&lt;p&gt;👉 Read it here: &lt;a href="https://developers-codex.hashnode.dev/when-your-boss-tells-you-to-make-magic-in-one-year-the-majoras-mask-story" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;In this blog, I dig into:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;🎭 The secret rebellion behind the game’s origin&lt;br&gt;
⏳ How a failed board game idea became the heart of the time-loop mechanic&lt;br&gt;
😵 The devs slipping their actual frustrations into NPC dialogue&lt;br&gt;
🌑 Why the game feels so emotionally heavy — because real-life crunch shaped it&lt;br&gt;
💥 And how forcing creativity under insane constraints accidentally created one of gaming’s greatest cult classics&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvg7tp6if4crloqem3g4q.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvg7tp6if4crloqem3g4q.webp" alt=" " width="800" height="430"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Majora’s Mask wasn’t supposed to work.&lt;br&gt;
But it did.&lt;br&gt;
Spectacularly.&lt;/p&gt;

&lt;p&gt;Let me know your favorite moment from Majora's Mask.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>workplace</category>
      <category>discuss</category>
      <category>development</category>
    </item>
    <item>
      <title>Rewind This: How Prince of Persia Made Breaking the Rules Look Like Art</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Mon, 17 Nov 2025 05:40:02 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/rewind-this-how-prince-of-persia-made-breaking-the-rules-look-like-art-1hm</link>
      <guid>https://dev.to/blaze_faisal/rewind-this-how-prince-of-persia-made-breaking-the-rules-look-like-art-1hm</guid>
      <description>&lt;p&gt;&lt;strong&gt;⚔️ New Blog Drop: Prince of Persia — The Game That Broke the Rules (On Purpose)&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Alright gamers, gather ‘round — because I just published a deep-dive into one of the most influential, rule-breaking masterpieces ever made: Prince of Persia: The Sands of Time.&lt;/p&gt;

&lt;p&gt;👉 Read it here:&lt;br&gt;
&lt;a href="https://developers-codex.hashnode.dev/rewind-how-prince-of-persia-made-breaking-the-rules-look-like-art" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This game wasn’t just running on walls and looking cool in slow-mo… it was literally redefining how games tell stories, teach mechanics, and let players experiment without punishment.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpdq2yysmszvmpx2rlcrh.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpdq2yysmszvmpx2rlcrh.png" alt=" " width="723" height="356"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Quick sneak peek:&lt;/p&gt;

&lt;p&gt;-&amp;gt;How a rage moment over a Donald Duck game inspired the whole rewind mechanic&lt;/p&gt;

&lt;p&gt;-&amp;gt;Why Sands of Time feels smooth even by today’s standards (hint: the ENGINE was wild)&lt;/p&gt;

&lt;p&gt;-&amp;gt;How the Prince manages to be charming, annoying, and iconic — all at once&lt;/p&gt;

&lt;p&gt;-&amp;gt;And why this game STILL claps modern AAA titles in creativity&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fej5ms59ignz9k6b8u47g.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fej5ms59ignz9k6b8u47g.webp" alt=" " width="620" height="496"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you’re into game design, nostalgia, or just love seeing how chaotic ideas become legendary mechanics, this one’s for you.&lt;/p&gt;

&lt;p&gt;Tell me your fav rewind moment — we all abused that mechanic like it was unlimited 😭&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>pcgaming</category>
      <category>playstation</category>
      <category>xbox</category>
    </item>
    <item>
      <title>Rewind: How Prince of Persia Made Breaking the Rules Look Like Art</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Mon, 17 Nov 2025 05:37:56 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/rewind-how-prince-of-persia-made-breaking-the-rules-look-like-art-9l6</link>
      <guid>https://dev.to/blaze_faisal/rewind-how-prince-of-persia-made-breaking-the-rules-look-like-art-9l6</guid>
      <description>&lt;p&gt;&lt;strong&gt;⚔️ New Blog Drop: Prince of Persia — The Game That Broke the Rules (On Purpose)&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Alright gamers, gather ‘round — because I just published a deep-dive into one of the most influential, rule-breaking masterpieces ever made: Prince of Persia: The Sands of Time.&lt;/p&gt;

&lt;p&gt;👉 Read it here:&lt;br&gt;
&lt;a href="https://developers-codex.hashnode.dev/rewind-how-prince-of-persia-made-breaking-the-rules-look-like-art" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This game wasn’t just running on walls and looking cool in slow-mo… it was literally redefining how games tell stories, teach mechanics, and let players experiment without punishment.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpdq2yysmszvmpx2rlcrh.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpdq2yysmszvmpx2rlcrh.png" alt=" " width="723" height="356"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Quick sneak peek:&lt;/p&gt;

&lt;p&gt;-&amp;gt;How a rage moment over a Donald Duck game inspired the whole rewind mechanic&lt;/p&gt;

&lt;p&gt;-&amp;gt;Why Sands of Time feels smooth even by today’s standards (hint: the ENGINE was wild)&lt;/p&gt;

&lt;p&gt;-&amp;gt;How the Prince manages to be charming, annoying, and iconic — all at once&lt;/p&gt;

&lt;p&gt;-&amp;gt;And why this game STILL claps modern AAA titles in creativity&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fej5ms59ignz9k6b8u47g.webp" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fej5ms59ignz9k6b8u47g.webp" alt=" " width="620" height="496"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you’re into game design, nostalgia, or just love seeing how chaotic ideas become legendary mechanics, this one’s for you.&lt;/p&gt;

&lt;p&gt;Tell me your fav rewind moment — we all abused that mechanic like it was unlimited 😭&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>design</category>
      <category>programming</category>
      <category>development</category>
    </item>
    <item>
      <title>🎮 New Blog: How Ubisoft Almost Killed Assassin’s Creed (And Might Still Be Trying)</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Tue, 11 Nov 2025 17:15:25 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/new-blog-how-ubisoft-almost-killed-assassins-creed-and-might-still-be-trying-4ekh</link>
      <guid>https://dev.to/blaze_faisal/new-blog-how-ubisoft-almost-killed-assassins-creed-and-might-still-be-trying-4ekh</guid>
      <description>&lt;p&gt;&lt;strong&gt;You ever sit back and wonder — “What the hell happened to Assassin’s Creed?”&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;One day you’re parkouring across Florence rooftops as Ezio, the next you’re grinding XP as a Viking with a magic axe. &lt;/p&gt;

&lt;p&gt;Somewhere along the way, Ubisoft’s stealth masterpiece became an open-world checklist simulator.&lt;/p&gt;

&lt;p&gt;In my latest blog, I go full detective mode on how Ubisoft managed to take one of gaming’s most legendary franchises and nearly run it into the ground — and why they might still be doing it.&lt;/p&gt;

&lt;p&gt;Expect:&lt;br&gt;
🗡️ A nostalgic breakdown of AC’s golden era&lt;br&gt;
💸 A roast of Ubisoft’s “profit over passion” era&lt;br&gt;
👀 A look at AC: Shadows and why fans are nervous&lt;br&gt;
🔥 A hopeful peek at how the series could bounce back&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fy55jgg6js1jfcnjcseqk.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fy55jgg6js1jfcnjcseqk.jpg" alt=" " width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you’ve ever yelled &lt;strong&gt;“This isn’t Assassin’s Creed anymore!”&lt;/strong&gt; — this one’s for you.&lt;/p&gt;

&lt;p&gt;👉 Read it here: &lt;a href="https://developers-codex.hashnode.dev/how-ubisoft-almost-killed-assassins-creed-and-might-still-be-trying" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;What’s your take — is AC dead, or can Ubisoft still pull off a redemption arc?&lt;/p&gt;

&lt;h1&gt;
  
  
  AssassinsCreed #Gaming #Ubisoft #GameDev #GameAnalysis
&lt;/h1&gt;

</description>
    </item>
    <item>
      <title>🎮 New Blog Drop: How Ubisoft Almost Killed Assassin’s Creed (And Might Still Be Trying)</title>
      <dc:creator>Faisal Mujahid</dc:creator>
      <pubDate>Tue, 11 Nov 2025 17:14:29 +0000</pubDate>
      <link>https://dev.to/blaze_faisal/new-blog-drop-how-ubisoft-almost-killed-assassins-creed-and-might-still-be-trying-3e3n</link>
      <guid>https://dev.to/blaze_faisal/new-blog-drop-how-ubisoft-almost-killed-assassins-creed-and-might-still-be-trying-3e3n</guid>
      <description>&lt;p&gt;&lt;strong&gt;You ever sit back and wonder — “What the hell happened to Assassin’s Creed?”&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;One day you’re parkouring across Florence rooftops as Ezio, the next you’re grinding XP as a Viking with a magic axe. &lt;/p&gt;

&lt;p&gt;Somewhere along the way, Ubisoft’s stealth masterpiece became an open-world checklist simulator.&lt;/p&gt;

&lt;p&gt;In my latest blog, I go full detective mode on how Ubisoft managed to take one of gaming’s most legendary franchises and nearly run it into the ground — and why they might still be doing it.&lt;/p&gt;

&lt;p&gt;Expect:&lt;br&gt;
🗡️ A nostalgic breakdown of AC’s golden era&lt;br&gt;
💸 A roast of Ubisoft’s “profit over passion” era&lt;br&gt;
👀 A look at AC: Shadows and why fans are nervous&lt;br&gt;
🔥 A hopeful peek at how the series could bounce back&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwnuq3477fd86hc3pysjp.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwnuq3477fd86hc3pysjp.jpg" alt=" " width="800" height="375"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you’ve ever yelled &lt;strong&gt;“This isn’t Assassin’s Creed anymore!”&lt;/strong&gt; — this one’s for you.&lt;/p&gt;

&lt;p&gt;👉 Read it here: &lt;a href="https://developers-codex.hashnode.dev/how-ubisoft-almost-killed-assassins-creed-and-might-still-be-trying" rel="noopener noreferrer"&gt;Developer's Codex&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;What’s your take — is AC dead, or can Ubisoft still pull off a redemption arc?&lt;/p&gt;

&lt;h1&gt;
  
  
  AssassinsCreed #Gaming #Ubisoft #GameDev #GameAnalysis
&lt;/h1&gt;

</description>
      <category>ubisoft</category>
      <category>workplace</category>
      <category>gamedev</category>
      <category>discuss</category>
    </item>
  </channel>
</rss>
