The latest issue of MCV/DEVELOP is out now – you can read it for free here.
The year that lasted a decade is finally behind us. As we dust ourselves off, we reach out to our panel of PR experts to take a look at the opportunities and pitfalls of the year ahead.
Also this month, we sit down with THQ Nordic boss Klemens Kreuzer, and find out how he’s managed the company’s recent growth, having expanded by four studios over the last 12 months, and where he sees his arm positioning itself both within the group and the broader industry.
We also talk to the talented people at SIDE, to find out more about their role in supporting the development of CD Projekt Red’s Cyberpunk 2077.
Next up, we speak with Midwinter Entertainment’s Josh Holmes, a former Halo creative director, about the studio’s SpatialOS-powered PvEvP survival title, Scavengers.
After six years in the pilot’s seat, Elite Dangerous is now fulfilling many players’ long-held desire to get up and have a walkabout. But putting one foot in front of the other on a galaxy’s worth of planets is no mean feat. We speak to the team at Frontier Developments about the multiple challenges involved in creating Elite Dangerous Odyssey.
The Roblox IPO has brought further attention to user-content driven platforms. In development for a few years, CREY is just such a platform, which uses a code-free design system to allow anyone to create content for its community. We find out more about its potential.
With support across all the new consoles, Unity’s ‘creators first’ philosophy has been building up to the next generation launch for many years. Unity CPO Brett Bibby tells MCV/DEVELOP about how the engine enabled its creators to be among the very first on next-gen consoles.
Game jams are just a bit of fun, right? Well not entirely, as Sumo is now paying staff big bonuses for the ideas they come up with during in-house jams. We talk to MD Gary Dunn about the scheme.
Western publishers have long-held China as a land of opportunity. However, the options for reaching that audience have been somewhat limited. Arcus Key, led by a dual UK-China team, thinks it has the solution.
Next up, we speak to Mark Reed from Heaven Media about how brands, both inside and outside gaming, should approach the often misunderstood space of esports marketing.
Finally, we take a look behind the scenes of The Falconeer, a Xbox Series X|S launch title taking flight from a solo developer.
Plus there’s our recent industry hires and moves, development regulars and our Final Boss, who this month is Xbox UK and Ireland’s James Butcher.
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: