Develop June 2016: Life with the Romeros, how to build a universe, and more

Print and digital editions available now, also features history of Ratchet & Clank, sexualisation in video games, and CCP interview
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Print and digital editions available now, also features history of Ratchet & Clank, sexualisation in video games, and CCP interview
Develop June 2016.jpg

Ever wondered what life is like for John and Brenda Romero? Interested in the evolution of Insomniac's flagship platforming series? Trying to establish your own ficitional universe? Best check out this month's Develop magazine then.

The June 2016 issue of our monthly games development bible is now available in both print and digital forms, and features an in-depth interview with the Romeros covering their relationship, their work-life balance and how their children have been influenced by developer parents.

We also have an analysis on sexualisation in video games, where experts offer advice on how to avoid offending potential players with your character design, and a post-mortem on the history of the Ratchet & Clank series.

Writers and artists from the teams behind Dragon Age, The Elder Scrolls, Halo and Deus Ex discuss the process of creating a compelling fictional universe, while CCP discusses how VR and console titles will expand the world of Eve.

There's plenty more to enjoy, so read the latest issue through your browser, mobile or tablet device here. If you're not a subscriber to our print magazine, you can subscribe for as little as £35 right here.

Here's an overview of this month's mag:

  • Life with the Romeros: John and Brenda Romero look back on their relationship, their family and that time Brenda took a hit out on him. No, seriously.
  • How to build a universe: Games can create worlds that become as familiar as those of film and TV, but how do you go about building a universe of your own?
  • Sexualisation in video games: How can devs ensure they design characters responsibly and without controversy?
  • The art of being predictably unpredictable: Studios discuss procedural generation and how random gameplay elements can build timeless titles. Plus, top tips on how to implement procedural generation.
  • The Develop Post-Mortem: We talk to Insomniac Games about the rise of Ratchet & Clank.
  • The Eve of a new CCP: The MMO developer on how the studio has reversed its fortunes
  • The £6m guide to crowdfunding: Playtonic Games, ICO Partners and Revolution Software offer advice on how to ensure success for your campaign
  • QA/Localisation Special: Four pages dedicated to improving the quality of your games, including proposed industry standards by leading service providers, how to prepare your title for localisation, and which markets offer the most promise
  • Joost van Dreunen issues a stark warning about virtual reality's isolating nature
  • Dave Ranyard talks about how the Great Wall of China has inspired his future plans
  • Darryl Still explains why you shouldn't give your Steam keys away
  • Studio Spotlight on Hungry Shark dev Future Games of London
  • Services Spotlight on user testing experts Player Research
  • Tools Spotlight on Shark Punch's 'TripAdvisor for games' Playfield
  • Heard About: John Broomhall on what to expect from Develop: Brighton's audio track
  • Key release: the latest updates to Faceware
  • Tutorial: How to make racing car engines roar using Audiomotors Fmod.
  • Unity Focus: German developer King Arts on upcoming RPG The Dwarves
  • Unreal Diaries: Epic Games discusses its latest partnership with Google for Android VR tech Daydream
  • Made with Marmalade: Nomad Games on Warhammer-licensed board game Talisman: The Horus Heresy
  • Develop Jobs: Why the talent of tomorrow is heading to Brains Eden, interview with Nordeus, and Amazon Game Studios in the Recruiter Hot Seat

You can read the latest issue on browser, mobile or tablet here. Alternatively, you can subscribe to the print edition of Develop here.