As the mobile games market matures, M&A activity continues to ramp up globally.
Read More »“Onboarding remotely is uncharted territory for most studios” – Amiqus’ Liz Prince gives tips on onboarding new staff in a pandemic
Recruitment expert Amiqus’ Liz Prince gives tips on how best to onboard new staff during these challenging times
Read More »Pride in gaming – Gayming Magazine’s Robin Gray on 12 transformative months for LGBTQ+
It’s an overused phrase, but the last 12 months have been a revolutionary time for LGBTQ+ gamers and industry professionals.
Read More »Redefining audio for platformers: How Atmos propels Ori beyond the screen
Kristoffer Larson, senior sound supervisor at Formosa Group on the design intentions and decision-making that led them to create a spatial audio production for Ori and the Will of the Wisps.
Read More »“We pride ourselves in being a clique free, diverse and friendly team” – James Back, Sumo Leamington
James Back, product director at Sumo Leamington talks about his start in games, the importance of passion and what makes a good product director
Read More »“I’ve been able to put my mark on seven multi-platform titles and work with some amazing people” – Jack Tanner, programmer at Team17
Jack Tanner, programmer at Team17, talks about his start in Half-Life 2 modding, how he got his current job and his advice for aspiring programmers
Read More »“Our goal is to create an ecosystem where ‘everyone wins’” – Bidstack founder and CEO, James Draper
Every month an industry leader wraps up MCV/DEVELOP with their unique insight. This month, we talk to James Draper Founder and CEO of Bidstack
Read More »Ins and Outs – June 2020’s industry hires roundup
Here are the highlights from the recent industry hires and moves, as published in MCV/DEVELOP's June issue.
Read More »“Candidates are definitely open to the right opportunities” – Amiqus’ Liz Prince on hiring during a pandemic
We check in with Amiqus to see how recruitment is holding up in these uncertain times.
Read More »“By listening to the present, together we’re helping to inform the future of game dev” – Kelly Vero, SO REAL
We played with the numbers, and got our Eureka from ‘concept’ to engine process down to as little as three hours by taking out the concept phase
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