“We’ve stuck to as much of the original Cyberpunk 2020 as we can"
Read More »“I thought we were going to go out of business” – Sean Krankel on the development of Oxenfree
We take a look behind the scenes of Night School’s narrative adventure Oxenfree
Read More »“Even as a small company, we’ve always been fighting with the big guys” – Madfinger Games on monetisation, machine learning and Shadowgun War Games
The studio is perhaps best known for their work bringing first person shooters to mobile, in both the Shadowgun games as well as their zombie shooter franchise Dead Trigger.
Read More »“It doesn’t have to be a chore, you can create something truly innovative for the game, outside of the licence itself” – Vernon Vrolijk on Good Shepherd and John Wick Hex
Executing licensed games: John Wick style
Read More »Welcome to the X Games: The rise of external development
No modern triple-A game is created without the help of external developers. But the sector isn’t sitting still.
Read More »GameMaker at 20 – “Sometimes, something small and nameless is way more impressive than one of the big game titles”
MCV/DEVELOP takes a look at the remarkable history of GameMaker
Read More »Keywords Studio’s Andrew Day – “I love the industry and I don’t see it slowing down anytime soon.”
Keywords Studios CEO Andrew Day talks about an increasingly decentralised development model and what that might mean for the industry.
Read More »Landing the best possible hire for your games industry role – studios and agencies provide expert advice
With skill shortages causing problems across the industry, finding and successfully hiring the best employee can be a challenge, so we reach out to the experts for their advice
Read More »Ubisoft wants to help teach kids to program with Rabbids Coding
Educational PC title is heavily gamified to help it introduce key concepts and is now available now on Uplay
Read More »When We Made… Ape Out
We take a look behind the scenes at the development of Ape Out. Gabe Cuzzillo talks about how he developed the game in Unity despite not knowing how to code and how the procedurally generated soundtrack came about
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