Here are the highlights from the recent industry hires and moves, as published in MCV/DEVELOP's May issue.
Read More »Levelling Up: Media Molecule’s Liam de Valmency on the importance of communication and a flair for problem solving in programming
Liam de Valmency, senior principal programmer at Media Molecule, talks about the importance of communication and a flair for problem solving in programming
Read More »“d3t is one of the most supportive and people-focused places I have ever worked” – Aardvark Swift Spotlight: d3t
As a people-focused co-development studio, d3t haven’t slowed down over the last 12 months, growing at an impressive rate without losing the social and supportive aspect of their culture
Read More »“Diversity and Inclusion is an incredibly long journey and change will not happen overnight” – Debugging D&I with Splash Damage
Amiqus’ Liz Prince speaks to Splash Damage’s Diversity & Inclusion Advisor Cinzia Musio about how to take the first steps in establishing as studio’s D&I initiative
Read More »“Let’s move away from the concept that a CV is the be all and end all.” – Jagex in the Recruiter Hotseat
Jagex is hiring! We find out more about life at the Runescape studio with Peter Lovell, director of talent acquisition at Jagex
Read More »Welcome to Unsigned: MCV/DEVELOP is working with Unity to highlight the best unsigned indie titles
We’re delighted to announce that MCV/DEVELOP's Unsigned is partnering with Unity on this initiative, specifically with the company’s Made With Unity programme.
Read More »“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
Read More »“When we first started, we didn’t really know what we were doing” – How Gang Beasts became an international success
We get behind the scenes of Gang Beasts: an anarchic multiplayer brawler informed by the developers’ childhood
Read More »“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
Read More »“We knew immediately that we needed to make a game with a striking and unique look to accompany the writing” – The Art Of Disco Elysium
We look into the inspirations, evolution and production of the art of Disco Elysium, with lead artist Aleksander Rostov and artist Kaspar Tamsalu.
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