Regulars

“I’m encouraged by a great deal [in the industry] but also dismayed in equal measures” – Polygon Treehouse’s Alex Kanaris-Sotiriou

Headshot 1 "I’m encouraged by a great deal [in the industry] but also dismayed in equal measures" – Polygon Treehouse's Alex Kanaris-Sotiriou

Every month an industry leader wraps up MCV/DEVELOP with their unique insight. This month we talk to Alex Kanaris-Sotiriou, Co-Founder & Art Director at Polygon Treehouse

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“Several of my colleagues at Sumo learned a lot of their skills through user-created content” – Sumo Sheffield’s Wesley Arthur

wesleyarthur "Several of my colleagues at Sumo learned a lot of their skills through user-created content" – Sumo Sheffield's Wesley Arthur

Wesley Arthur, lead level designer at Sumo Sheffield, talks about the role of a level designer, the importance of word of mouth and the opportunities in the games industry

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“Looking back on my journey, I’m genuinely surprised that I didn’t give up throughout those hard times” – The Chinese Room’s Gabriela Woch

1541509186 Ed Daly joins The Chinese Room as studio director "Looking back on my journey, I’m genuinely surprised that I didn’t give up throughout those hard times" – The Chinese Room's Gabriela Woch

Gabriela Woch, junior 3D game artist at The Chinese Room, talks about pivoting into games, how her autism affects communication at work, and her ambition to invent a new archetype

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“We have worked hard to create an environment where people enjoy coming into work and feeling empowered, but also listened to” – Firesprite in the Recruiter Hotseat

firesprite

The Liverpool-based studio Firesprite is hiring! Sharan Bassi, senior recruiter, tells us more about the studio.

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“The first time somebody was reading the dialogue, I had to leave the room. I was too embarrassed.” – How adamgryu overcame writer’s block and creative burnout in the development of a Short Hike

lead "The first time somebody was reading the dialogue, I had to leave the room. I was too embarrassed." – How adamgryu overcame writer's block and creative burnout in the development of a Short Hike

We take a look behind the scenes of A Short Hike, a game born from a creative burnout that has a lot to say about the artistic process

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