Tag Archives: interview

Take-Two: ‘Engagement first, monetisation second’

Take-Two reported another strong quarter last night, with net revenue for its fiscal Q1 2018 up 34 per cent year-on-year to $418.2m, and net sales up 28 per cent to $384.3m. Digitally-delivered net revenue also grew 56 per cent to $268.2m and digitally-delivered net sales increased 47 per cent to …

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Games publishing 2017: ‘There is never a perfect time to release a game.’

Christmas is usually a time of great prosperity for games publishers. But last year’s ill-fated combo of an overly crowded release schedule and the biggest Black Friday event the UK’s ever seen meant a lot of triple-A titles ended up missing their expected sales targets. Call of Duty: Infinite Warfare …

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No More Robots: Enthusiasm for indie publishing is ‘just as important as experience, data or contacts’

Yesterday, industry veteran Mike Rose (pictured right) announced his new publishing company, No More Robots, which aims to use a data-driven approach to find new and exciting indie titles to bring to market.  The timing of the announcement meant he was a little too late to join our indie publishing roundtable, …

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Interview: Life Will Be Strange

With a suite of in-house storytelling tools, Deck Nine Games is working on a prequel to one of its favourite titles. Jem Alexander speaks to co-game director Chris Floyd about what it’s like to create new ripples in the Life is Strange universe

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Formula E-sports: Milestone on the future of its MotoGP esports championship

With its new MotoGP esports championship underway, Katharine Byrne talks to Milestone’s marketing manager Andrea Loiudice about the future of real world esports. Why turn the MotoGP series into an esports championship now? It’s something that’s been discussed for months with [MotoGP owner] Dorna, and in the end we agreed …

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Tetsuya Mizuguchi: Synaesthesia

As game technology advances we are experiencing a merging of the senses. Jem Alexander talks to legendary developer Tetsuya Mizuguchi about the integration of music in games and how that will evolve with VR

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PQube talks White Day and South Korea’s new school of horror

Originally released back in 2001, South Korean horror title White Day: A Labyrinth Named School is finally heading to European retail on August 4th courtesy of PQube. We talk to product manager Matthew Pellett about this cult-classic and why more publishers should be looking to South Korea for new business …

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Level-5 on Professor Layton’s mobile journey in Katrielle and the Millionaire’s Conspiracy

Level-5 hit big with Professor Layton back in the late 2000s. Its titular gentleman puzzle solver was one of the early success stories on the Nintendo DS, and it wasn’t long before a string of sequels, a film and even a crossover game with Capcom’s Ace Attorney, Phoenix Wright, followed …

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SpecialEffect – Levelling the playing field for disabled gamers

Accessibility options aren’t yet an industry standard, but can make a world of difference for disabled gamers. Aardvark Swift’s Marketing Executive Joey Relton and Programming Consultant Andy Jenkinson talked to SpecialEffect’s Projects Manager Bill Donegan about some simple solutions studios can implement to allow everyone to play their games.

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Interview: Develop:Brighton

It’s almost that time of year again; the Develop:Brighton conference kicks off next month. Jem Alexander speaks to Andy Lane, director at Tandem Events, about the event’s legacy, this year’s format and its future

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