There is no single answer to what it is like to develop games at Rebellion: the studio makes established series such as Sniper Elite and Zombie Army, as well as newer projects such as Atomfall, and the work depends on a person’s role and game. A worthwhile conversation should identify the developer and project first, then trace how an idea becomes a playable experience.
Start by identifying the developer and their work
“A Rebellion developer” is not a specific interviewee. The available conversations include Rebellion CEO and co-founder Jason Kingsley discussing the studio and its approach, and Atomfall development lead Ben Fisher discussing that project. Their comments should not be treated as interchangeable: Kingsley was speaking about the company and its history, while Fisher offered a development-lead perspective on Atomfall.
Rebellion describes itself as a British independent studio. Its Steam developer profile names Sniper Elite, Zombie Army, and Atomfall, and says the company has made games for over 30 years. That last figure is the studio’s own profile description, not an independently audited company statistic. The profile also notes work in books, TV, and film.
A useful opening question is therefore: “What is your role, which game or team are you talking about, and what decisions do you personally make?” Follow it with a concrete account of a typical development cycle for that role. Without those details, broad statements about “how Rebellion makes games” risk attributing one person’s experience to the whole studio.
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Ask how a game changes between its first idea and release
Once the project and interviewee are clear, ask for a specific example of an idea that changed during development. “What was the original premise, what did it become, and what prompted the change?” invites an account grounded in decisions rather than general claims about creativity.
- What evidence led the team to reconsider the original idea?
- Was the change driven by play feedback, production constraints, research, or another factor?
- Can the developer point to a moment or version of the game that shows the difference?
These are interview prompts, not established descriptions of Rebellion’s internal process. The point is to let the person describe the evidence and trade-offs behind a particular decision.
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Use Atomfall to discuss research becoming a game
Atomfall offers a recent, specific case for discussing how a premise becomes a setting and story. In an April 2025 interview in Soldier magazine, development lead Ben Fisher discussed the project’s research and its connection to a serious alternative historical outcome. That is Fisher’s account of the project; it should not be attributed to Kingsley or to every member of the team.
Ask how the developers chose and checked their research, which details made it into the game, and how they decided what players should be told directly versus discover for themselves. A strong follow-up is: “Can you give one example of a historical detail that changed the setting, story, or something the player does?” That keeps the discussion focused on the path from source material to player experience rather than treating research as background decoration.
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Steam describes Atomfall as a survival-action game involving exploration, scavenging, crafting, barter, and combat. Those elements provide concrete ground for asking how the team wanted research and setting to affect what players do, not just what they read or hear.
Ask how the game teaches mechanics without over-explaining
In its February 13, 2025 feature, Xbox Wire discusses Atomfall’s mechanics. That coverage can prompt a conversation about how a game helps players understand its systems while leaving room to investigate. Ask for one mechanic that changed through iteration, what was difficult for players to understand, and what the team changed in response. The published feature establishes a mechanics-focused angle; it does not establish what internal playtesting or feedback caused any particular change.
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Questions worth putting to the developer include:
- Which mechanic do you most want players to discover rather than have explained?
- How do you tell the difference between productive uncertainty and a confusing rule?
- What is one example of a mechanic changing, and what prompted that change?
Explore what experience carries across different kinds of projects
Comparing a long-running series such as Sniper Elite with a newer project such as Atomfall can reveal useful differences without implying that the games are made in the same way. Ask how a team approaches familiar audience expectations compared with introducing a new world, how it defines or iterates on mechanics, and what the player is expected to learn. Treat the answers as the interviewee’s account of those projects, not as a universal account of studio policy.
Rebellion’s history also makes technology and changing production practices a natural subject. In a 2018 Retro Gamer interview, CEO Jason Kingsley said: “We’ve always been flexible. We’ve been around for 25 years, and we’ve always adapted and worked with the technology as opposed to against it.” The “25 years” figure belongs to Kingsley’s description at that time; it is not the studio’s current age. A useful follow-up is to ask which tools or practices changed the work most, and which fundamentals remained important.
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Because Rebellion’s profile also mentions books, TV, and film, a conversation could ask whether working across formats affects how developers approach worldbuilding, licensing, or audience expectations. The profile establishes that cross-media work exists; it does not by itself establish how that work changes game development.
Keep the conversation grounded in evidence
The strongest interview will distinguish a developer’s own experience from the studio’s public profile and from an interviewer’s open questions. Ask for named projects, specific decisions, and examples that show how a choice affected the finished game. When comparing projects, make clear whether the developer is describing a personal role, a particular team, or the company more broadly.
Useful source context includes Rebellion’s Steam developer profile; Jason Kingsley’s 2018 Retro Gamer interview, “In the Chair: Jason Kingsley”; the 2022 GamesBeat interview “Behind the magic at Rebellion Developments,” with Chris and Jason Kingsley; Ben Fisher’s April 2025 Soldier interview, “Games and books: Atomfall behind the scenes”; and Xbox Wire’s February 13, 2025 feature, “Atomfall: Diving Deeper Into Its Unique Mechanics.” Each supports a different angle, and none identifies a single intended interviewee for the title “Talking to a Rebellion Developer.”
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