Ahead of the event, we talked about the issues facing women in the games industry to our Women in Games Awards judges: Jodie Azhar, Rose Buahin, Gemma Johnson-Brown, Caroline Miller, Louise O’Connor, Kim Parker Adcock, Rebecca Sampson, Anisa Sanusi and Dr Jo Twist OBE (learn more about them right here). From imposter syndrome to the lack of promotions, gender pay gap and more, we ask them what games firms can do better. Spoiler alert: they can do a lot.
In this issue, we also highlight every woman-led session at this year’s Develop:Brighton conference, demonstrating the increasing breadth and strength of the line-up of women speakers. From accessibility to art pipelines, studio management to charting on Steam, production tips to diversity, stage magic to prototyping, character design to public perception, pitching to audio systems – there’s a head-spinning array of topics on offer from women at this year’s seaside conference.
Elsewhere, we talk to Unity’s VP graphics Natalya Tatarchuk about the company’s new graphics pipeline and the big-name games it’s powering.
We also speak to Supermassive CEO Pete Samuels about how Until Dawn shaped The Dark Pictures Anthology and how to deal with crunch when you plan to release a game every six months.
And while everyone is getting hyped at E3, we’re already thinking about Gamescom here at MCV so we had a chat with the new head of Gamescom and events at German trade body Game, Christian Baur, and Gamescom’s director at organiser Koelnmesse Tim Endres to see what we should expect this year.
Last but not least, we take a loot behind the scenes at the development of Sea of Thieves with Rare’s senior designer Shelley Preston, who explains that it wasn’t always intended to be a pirate game and how to build a title that is as watchable and shareable as it is playable.
The latest digital edition can be read here for free (and is embedded below) and here are the full contents of this month’s issue:
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