“I’m constantly amazed that, of the 1,620 game pitches I’ve assessed, more than half can be reduced to ‘recently successful game but with my art assets’. They’re not clones. But they are cover bands.”
Read More »Regional spotlight: Brighton is all pride and no prejudice
Over 3,000 of the games industry will travel to the vibrant south coast city for Develop:Brighton this month. For this second regional spotlight, we talk to a handful of the games businesses that call the city home
Read More »Susanne Bauer on creating diversity at Jagex: ‘All it takes is some will and some togetherness’
Every month, Jagex’s developers visit us from Runescape’s Gielinor to talk about their latest adventures.
Read More »Welcome to Develop:Brighton – we ask local devs why they love their home town conference
Develop:Brighton kicks off next week, we talk to The Chinese Room, Hangar 13, Hi-Rez, Unity and more about having a conference on your doorstep
Read More »‘We love starting again!’ – Why Media Molecule remade Dreams from scratch
Media Molecule tells us about Dreams' development journey, making sit-on-the-sofa-friendly tools, curating its growing community, the challenges and benefits of potential monetisation, VR and being amazed by what its players can do
Read More »Jagex’s Emma Hall: ‘The industry can be a better place, but it will take work – we can’t take this progress for granted’
Every month, Jagex’s developers visit us from Runescape’s Gielinor to talk about their latest adventures.
Read More »Women in Games’ Marie-Claire Isaaman: ‘There is definitely a will to get over the hurdles but it’s complicated’
Every month an industry leader wraps up MCV with their unique insight
Read More »Creative Assembly’s Grace Carroll on community being all about two-way communication
Every month, the team at Creative Assembly debunks some common dev role myths. This month, Grace Carroll, lead community & social media manager, explains how it’s about two-way communication and not just selling the game
Read More »Lily Zhu: ‘The role of lead artist is not something you land, it’s something you grow into’
Cherry picked advice to help you reach the next level in your career – this month, Splash Damage's Lily Zhu tells us why lead artist doesn’t mean best artist and the importance of cultivating leadership skills
Read More »When We Made… Sea of Thieves
We take a look behind the scenes at the development of Sea of Thieves. Rare’s senior designer Shelley Preston explains that it wasn’t always intended to be a pirate game and how to build a game that is as watchable and shareable as it is playable
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