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BEYOND THE PIXELS


Matt Broughton spoke to CEO, HaZ Dulull, about championing ‘modern retro’ and going beyond nostalgia and reliving the “good old days” of physical media


and our obsession with cats, that tone feels more relevant than ever. That’s exactly where Astro Burn sits and partly why we got signed to publisher – Pixel Doors.


Matt: HaZ, please tell us a little about your background. HaZ: Although I began my career in video games on titles with Codemasters and Battalion Wars, much of my experience has been in film & TV, starting in visual effects and later as a director and producer on features and episodic.


Matt: How are you bringing your experience to the games sector? HaZ: Transmedia is at the core of what I do, bringing the strengths of film & TV into games, from storytelling to production structure, to ensure a solid and scalable indie development approach.


Matt: What can you tell us about Beyond The Pixels’ Astro Burn? HaZ: After working on large-scale titles like Dune: Awakening, I felt the pull to create something of my own, smaller & focused, and a starting point for my indie studio. So I went back to the games I loved in the 90s and set out to make a love letter to cute-’em-ups like Parodius and Pop’n TwinBee. They were niche and a bit weird back then, but today, with meme culture


Matt: You’re championing ‘modern retro’ – even going as far as bringing out physical editions on Kickstarter. Why is this an important factor for you? HaZ: I genuinely believe, like many others, that something important is being lost with games existing purely as digital products: ownership and preservation. This isn’t just about nostalgia or reliving the “good old days” of physical media, it’s becoming a fresh experience for a new generation. Younger players, who never grew up with it, are now discovering the joy of unboxing a game, appreciating the artwork, and going through that tactile ritual that makes it feel special and meaningful. It turns a simple purchase into something you own, remember, and value.


Matt: How do you plan to extend the reach of your game IPs across other media? HaZ: Alongside developing the game, I’ve already begun early development on a vertical animated series and a hybrid live-action feature film, both being co-produced with external partners.


Matt: What more can we expect from you across 2026 and beyond? HaZ: After seeing the strong community response to the game and its style, I’m doubling down on the cute-’em-up genre, with our next title already in development in that space. At the same time, we’re in discussions with film and TV partners to bring licensed IP into modern retro game experiences.


12 | MCV/DEVELOP May/June 2026


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