Pole To Win’s ambitions are pleasingly simple but achieving them is still no easy task. We talk to CEO Deborah Kirkham and European president Andy Emery about running a company that enables a lot of the industry to go global
Read More »Sunny days at the BGI – organisation gains charitable status as NVM launches ‘Summer of Buttons’ exhibition
BGI hopes to build on its charitable status to access more funding to extend its programmes and collaborate with more partners
Read More »Out of the home, out of this world: life on the commercial frontier of VR
Location-based operators are now the frontline of VR adoption. We speak to one such operator, Centre VR in Bournemouth, about its learnings from running VR games day-in, day-out on the south coast
Read More »Regional spotlight: Brighton is all pride and no prejudice
Over 3,000 of the games industry will travel to the vibrant south coast city for Develop:Brighton this month. For this second regional spotlight, we talk to a handful of the games businesses that call the city home
Read More »‘We love starting again!’ – Why Media Molecule remade Dreams from scratch
Media Molecule tells us about Dreams' development journey, making sit-on-the-sofa-friendly tools, curating its growing community, the challenges and benefits of potential monetisation, VR and being amazed by what its players can do
Read More »The German connection: What to expect from Gamescom 2019
We talk to Gamescom organisers to check what to expect from the 2019 edition, including the brand new opening night live with Geoff Keighley
Read More »When We Made… Sea of Thieves
We take a look behind the scenes at the development of Sea of Thieves. Rare’s senior designer Shelley Preston explains that it wasn’t always intended to be a pirate game and how to build a game that is as watchable and shareable as it is playable
Read More »Woman’s hour: We talk to every woman leading a session at this year’s Develop:Brighton
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...
Read More »A British horror story: Supermassive on how Until Dawn shaped The Dark Pictures Anthology
We talk to Supermassive CEO Pete Samuels about how to deal with crunch when you plan to release a game every six months and how Until Dawn impacted The Dark Pictures Anthology
Read More »Opinion: How to achieve global gaming success with localisation
"What is acceptable, appropriate and enjoyable can vastly vary depending on players’ cultural identity."
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