‘It’s really, really detailed but part of that is you cannot move – at all,’ recalls X-Men performer Shawn Ashmore. ‘If you move during a take the data is ruined’
Read More »Develop: Brighton announces first-ever double keynote with Bossa Studios
Surgeon Simulator, I Am Bread and Worlds Adrift developer joins Metal Gear Solid creator Hideo Kojima and PS4 architect Mark Cerny at top of billing
Read More »Game Connection Europe opens call for speakers
Event returning to Paris in late October
Read More »Persona developer Atlus splits with Western publisher NIS America
‘It was very difficult for NIS America to establish an equal-partnership with Atlus’ following Sega buyout of studio, CEO and president reveals
Read More »Metal Slug and King of Fighters dev SNK Playmore rebrands
Rebirth as simply ‘SNK’ follows recent launch of Entertainment division
Read More »Assassin’s Creed creator regains 1666 Amsterdam rights from Ubisoft
Former creative director for franchise Patrice Desilets withdraws legal action in return for control over suspended project
Read More »John Romero reunited with Id’s Adrian Carmack for Blackroom
Duo developing new first-person shooter, Kickstarter goes live today
Read More »John Romero: Blackroom enables me to do anything at anytime
The Doom co-creator tells us how FPS fans will help design his new game, and why he's ignoring all other shooters
Read More »Unreal Diaries: Redefining visual quality with ProtoStar
Epic Games explains why Vulkan API marks a new era for mobile developers
Read More »VR development ‘akin to traveling back in time and developing for the N64’
The need for virtual reality devs to get as much bang for your buck out of the limited processing capacity available harks back to the early days of coding. That’s according to Futuretown co-founder and CTO Justin Liebregts, who told Develop: A large portion of the engineering and art issues …
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