Every month an industry leader wraps up MCV/DEVELOP with their unique insight. This month, we talk to Kat Osman, team director at Lick PR.
Read More »The Art Of… Dungeons & Dragons: Dark Alliance – “D&D art has so many different styles and artists that I did not feel trapped in one distinct style”
Just saying ‘Dungeons & Dragons’ brings to mind an avalanche of genre-defining fantasy art. So with Dungeons & Dragons: Dark Alliance coming to consoles and PC last month, we reached out to Tuque Games art director Stefan LeBlanc to discuss his interpretation of the classic Forgotten Realms setting
Read More »“It’s the idea that’s important, rather than who hatches the idea.” – Aardvark Swift Studio Spotlight: 10 Chambers Collective
Springboarding from their successes on Payday 1&2, a small team formed 10 Chambers six years ago. With the momentum from their debut title, GTFO, the studio has ambitious plans of expansion and new title development.
Read More »Unsigned – Performance is a mindset in Roller Drama
Roller Drama is a story-driven game where you live with five Roller Derby athletes as their coach and hopefully friend; manage real-time full-contact matches on skates: performance is a mindset!
Read More »Unsigned – Battle for dominance and power in Necromunda: Gang Skirmish
Battle for dominance and power in Necromunda: Gang Skirmish, a grim dark turn-based game set in the Warhammer universe.
Read More »Unsigned – Blending racing with minigolf in Golf Gang
Golf Gang blends racing with minigolf. Balance speed with accuracy to dominate the green in eight player online mayhem!
Read More »Rising Star: Warp Digital’s Conor Canavan – “Finishing a project to the point where people can play it is so satisfying.”
Conor Canavan, software engineer at Warp Digital, talks about shifting from mobile to console games, the challenges of triple-A development and his FIFA ambitions
Read More »Levelling Up: Chucklefish’s Caoimhe Roddy – “We see ourselves as a resource to be utilised by the indies we sign”
Caoimhe Roddy, publishing producer at Chucklefish, talks about the differences between indie and triple-A production and the importance of being self-sufficient
Read More »Debugging D&I: How can studios better support their LGBTQ+ employees?
How can studios better support their LGBTQ+ employees? Amiqus' Liz Prince finds out more
Read More »“Ofcom’s knowledge of games has lagged behind that of other media, from which most of their staff derive.” – BGI CEO Rick Gibson
"Historically Ofcom’s knowledge of games has lagged behind that of other media, from which most of their staff derive."
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