"Niantic are pioneers in creating real-world mobile game experiences"
Read More »A game is for life, not just Christmas: managing the lifecycle of your release
For good reason, Christmas continues to dominate the gaming year. But it’s not the only opportunity around. MCV talks to the experts at Sold Out about how they manage the lifecycle of a game throughout the year across both physical and digital channels
Read More »Making relocation work: packages, allowances and best practice for studios and staff
The perfect job, or the perfect candidate, is rarely just down the road. We talk to Creative Assembly and OPM about making the relocation process work for studios and staff alike
Read More »When We Made… Dead Cells
We take a look behind the scenes at the development of Dead Cells, the challenges of developing a roguelike/metroidvania hybrid, why the Prisoner doesn’t have a head and how easy porting can be
Read More »Can the games industry be supported by UK-educated talent after Brexit?
We talk to universities and education-engaged organisations about supporting and improving UK-educated talent to better prepare the games industry for the impact of Brexit
Read More »Relight my fire: Giving Spyro the HD treatment
With the release of the Spyro Reignited Trilogy today, we talk to Toys for Bob’s studio head Paul Yan about the challenges of working on the remasters
Read More »Microsoft acquires RPG studios Obsidian Entertainment and inXile
Xbox will help the studios "fully realise their creative ambitions"
Read More »Applications are now open for BAFTA’s 2019 Young Game Designers Awards
Young designer have until March 13th, 2019 to apply
Read More »MCV’s recruitment special is out – also featuring Codemasters, Spyro, Hitman 2 and Gris
Featuring an investigation on home-grown talent, plus everything you need to know about the relocation process and much more
Read More »Aardman on learning the craft of games and why 11-11 Memories Retold is like Marmite
With the release of narrative-driven WWI title 11-11 Memories Retold on Friday, we talk to Aardman Interactive creative director Dan Efergan about the challenges of working on a game that looks like a painting, with a team that lives in another country
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