Viciously Competitive: This issue of Develop focuses on the work opportunities present in the games industry. A twist on our normal ‘recruitment special’, we’re not just catering for games professionals looking for their next gig. We’ve got practical advice for indies, students, developers looking to start a new studio and even a little something for those of you on the other side of the interview table. Full list is below.
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Here’s a full overview of what to expect this month:
- Setting up a studio: A brief history of Supermassive, how the industry has changed since its inception and what developers looking to set up a new production house can learn from them.
- Graduating to games: Supermassive and key industry recruiters give practical advice for students looking to get into the increasingly competitive games industry.
- A chat with Jo-Remi Madsen, programmer on Owlboy, and how the game remained in production for almost a decase.
- Crytek’s audio director Simon Pressey discusses Robinson: The Journey‘s sound design and creating audio for VR games.
- Ubisoft’s Anne Blondel on the evolution of games as a service and how the publisher has changed as a result.
- Parallel Worlds: The Victoria & Albert Museum makes its first foray into games events and the results are very encouraging.
- The Develop Post-Mortem takes an in-depth look at Dying Light.
- Brexit: The future of the UK games sector. Why it’s likely to be one of our greatest challenges, but that with solid planning the UK could remain a world leader in games.
- Finding funding: Indies give insight into the difficulties you might encounter looking for funding as a first-time developer.
- Bird Song: Sean chats to composer Inon Zur about creating soundtracks for VR games
- Why making sure you’re hiring the right people is so important, and how to go about it.
- The Jim Henson company has made movements into real-time animation and have created an in-house games engine to do so.
- Find out how the Royal Shakespeare Company’s latest production of The Tempest uses games technology to create on-stage avatars and what the future holds for this cross-over.
- Services spotlight: Substance Source, a high resolution asset library from Allegorithmic.
- SuperData’s Stephanie Llamas explains why diversity in games isn’t just a nice-to-have, but could actually affect your bottom line.
- Shahid Ahmad discusses how time affects the choices we make and how taking risks is more important than a comfortable life.
- The jobs section includes a discussion of the variety of roles available in games, as well as looks at both Creative Assembly and Ubisoft Reflections and what makes them such great places to work.