{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreibaq4jxye75dysy2wagynsdpqspe4tjz4z7743bzcqcgcdcyyalaq",
"uri": "at://did:plc:75q7xcyxs7uxlsei5uk5fc4i/app.bsky.feed.post/3mhydjsiy4ds2"
},
"coverImage": {
"$type": "blob",
"ref": {
"$link": "bafkreialdaccrjan2bu4i4pvc262rnzblft4375qnc6k5s2m52e3iju46u"
},
"mimeType": "image/jpeg",
"size": 65476
},
"path": "/games/third-person-shooter/our-full-chat-with-embark-how-arc-raiders-was-saved-mid-development-the-balancing-process-and-the-possibility-of-vehicles/",
"publishedAt": "2026-03-26T19:04:30.000Z",
"site": "https://www.pcgamer.com",
"tags": [
"Third Person Shooter",
"Games"
],
"textContent": "Production designer Caio Braga talks balancing, high-profile game failures, and the passion for PvE in Arc raiders.",
"title": "Our full chat with Embark: How Arc Raiders was saved mid-development, the balancing process, and the possibility of vehicles"
}