Anisa Sanusi, who created mentorship program Limit Break, looks into the reasons why representation does matter and why "wishing for a bridge to appear isn’t enough"
Read More »Jagex: What we’ve learnt from 18 years of weekly game updates
Every month, Jagex’s developers visit us from Runescape’s Gielinor to talk about their latest adventures.
Read More »State of Play’s Katherine Bidwell: ‘I find sloppy clichés in games frustrating and I think the players deserve better’
Every month an industry leader wraps up MCV with their unique insight.
Read More »Epic buys Psyonix – because bringing Fortnite and Rocket League together makes perfect sense
Psyonix: “We’ve survived changing tides as partners, so combining forces makes sense in many ways”
Read More »Creative Assembly’s creative director Mike Simpson: ‘Designing a game is like designing a bridge’
Every month, the team at Creative Assembly helps us debunk some common development role myths
Read More »The sounds of… Olivier Derivière
Every month, we discuss the unique process of making music for video games
Read More »Jason Rubin: ‘When Oculus was young, it was a startup… now we have a plan’
Oculus’ $399 Rift S and Quest headsets are a huge leap forward in the VR platform’s maturity, Jason Rubin explains to MCV
Read More »Heaven’s Vault – how Inkle wrote its own herstory
Heaven’s Vault is out today, having recently won the Ukie UK Game of the Show at GDC. Seth Barton catches up with developer Inkle’s co-founders to talk about their passion for language, in all its many forms
Read More »When We Made… Baldur’s Gate
We take a look behind the scenes at the development of 1998 classic Baldur’s Gate with Trent Oster, who discusses working in a team who hadn’t shipped a game before, being outsmarted by AI and building the game’s incredible cast – and yes, that includes talking Minsc and Boo’s dynamic
Read More »Rare’s Craig Duncan: ‘I believe gaming can be a force for good’
“Our game has helped players battle social anxiety, helped them through depression."
Read More »
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