How does COVID-19 affect your 2020 title’s marketing plan and what can you do to get your game in front of journalists, influencers and players instead?
Read More »“Rare makes the kind of games the world doesn’t already have” – The Legend of Rare
We talk to Rare about what makes it one of the UK’s longest-running and most important development studios
Read More »MCV/DEVELOP’s 30 Under 30 2020
It is a tremendous pleasure to announce this year’s 30 Under 30
Read More »Can machine learning revolutionise game development? Stadia thinks it can
How Stadia's project Chimera and Semantic ML use machine learning to change game development as we know it
Read More »Shadowgun, Void Bastards, GTFO and Outer Wilds – the many flavours of Unity
One tool to rule them all? Unity is everywhere, but despite its name there’s incredible variation in how developers use it.
Read More »What does Brexit mean for the games industry?
The UK has left the European Union. And like it or not, we’re all in the same boat now.
Read More »“If we want our games to thrive there, we need people who are from there” – King’s Sabrina Carmona on the importance of maintaing a diverse workforce
King's Sabrina Carmona on the importance of diversity in the industry
Read More »Rejoice: Console generations are dead
While the much-discussed death of consoles is still some way off, the death of the traditional console generation is upon us,
Read More »“We want to protect our people. Burning them out is not the solution.” – Splash Damage on the importance of mental health care in the workplace
With the Ukie diversity census pointing at high rates of depression and anxiety in the industry, we talk to Splash Damage about what studios can do to take care of their team
Read More »“We’re making a fun game, something that people will enjoy for many, many years to come” – Wargaming UK on their live service ambitions
The slow evolution of service-based titles in the industry means that many of the studios now supporting such games weren’t explicitly created for the task – instead having transitioned away from discrete releases over many years. So surely it’s better to create a wholly new studio, from scratch, that’s built …
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