Develop November 2016: The Motion Capture Special - MCV

Develop November 2016: The Motion Capture Special

Print and digital editions out now, 60-page issue dedicated entirely to motion capture in games
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This is the first issue of Develop from the new team. We hope you enjoy it. 

The motion capture special delves into how the technology is used in games and how this will evolve in the future, thanks to the recent consumer releases of virtual reality devices. You'll also find an introduction to your new Develop editorial team, plus many chats with developers about the latest gaming trends. Full list is below.

You can read this issue on your browser or mobile device here. If you're not already subscribed to Develop, you can sign up for as little as £35 to ensure you receive your monthly look at global games development.

Got feedback? Are you a developer who wants to get involved with future issues? Feel free to email me at jalexander@nbmedia.com. (Dog gifs always appreciated.)

Here's a full overview of what to expect this month:

  • The new team introduces themselves and their vision for Develop in the coming months and years.
  • The future of motion capture: Experts discuss how motion capture technology has progressed in recent years and look forward to the years to come.
  • Setting up at home: Is now the right time to invest in your own motion capture setup? UK developers talk about the pros and cons of setting up their own mo-cap studios.
  • A chat with BAFTA's Breakthrough Brits about how it feels to be honoured and what this means for their careers.
  • Chirp explains their new technology which allows games to communicate with devices using nothing but audio.
  • We speak to King about redesigning a 100+ year old card game for a modern audience. With cats.
  • Firaxis' Sarah Darney tells us how she was forged in the fires of QA
  • Are arcades making a comeback thanks to virtual reality?
  • The Develop Post-Mortem takes an in-depth look at Not A Hero.
  • Fireproof Games discuss why they're in favour of premium priced mobile games.
  • How real world map data can be used to create game worlds.
  • Dreamloop discusses how they overcame their struggles as an indie developer. 
  • The Future Games Summit: All the details you need ahead of the show. 
  • Interview with Treasurehunt, the studio behind Boomie Blast.
  • Some thoughts on the announcement of the Nintendo Switch and whether the development community will adopt the new console.
  • SuperData’s Joost van Dreunen explains why injecting large amounts of cash into a small studio could be detrimental.
  • Darryl Still discusses the recent changes to Steam reviews and how it may not be as big a problem for devs as they might think.
  • Top Tips: Playground Games gives their advice for the best in game fireworks.
  • Heard About: The story behind Battlefield 1's sound design.
  • Unreal Diaries: How Oculus is helping Unreal developers reach success on the platform.
  • Ask Amiqus: Do personal projects belong to me, or my employer?
  • The jobs section includes a roundtable with recruitment agencies on the skills required and rising demand for VR positions

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