We’ve previously covered Unconscious Bias in the hiring process, but here Amiqus' Liz Prince discusses the issue of how it plays out in the workplace, and how you can tackle it…
Read More »Facebook Gaming: Achieve more with less with Automated App Ads
Automated App Ads was designed to simplify some of the complex challenges you may face when launching and growing your game
Read More »“The industry can’t afford for this year’s graduates to be less prepared than those that came before them” – Levelling up the academic year with Aardvark Swift
As students begin a new academic year, Grads in Games are ensuring that games graduates are just as prepared for employment as those that came before them.
Read More »Could 2020 prove a watershed year for games? – James Douglas, Riot Communications
As we look forward to the launch of new consoles in just a few months, 2020 has already reminded us that games are about much more than teraflops and resolution.
Read More »“A huge part of narrative and mood is set within a game’s art style and location” – Mediatonic’s Anna Hollinrake
Anna Hollinrake, principal artist at Mediatonic talks about her varied role, understanding the messages art can convey and the importance of soft skills
Read More »“What I can do is use my position for good. I can empower the right people to make the right changes.” – Richard Jolly, Splash Damage
Every month an industry leader wraps up MCV/DEVELOP with their unique insight. This month we talk to Richard Jolly, co-founder & CEO of Splash Damage
Read More »Ins and Outs – September 2020’s industry hires roundup
Here are the highlights from the recent industry hires and moves, as published in MCV/DEVELOP's September issue.
Read More »“You get to see how it affects people and their relationships. That’s a benefit of the industry that we’re in” – Foam Sword on Knights and Bikes
We take a look behind the scenes of Foam Sword's debut title
Read More »It’s the fifth anniversary of Lovers in a Dangerous Spacetime – we look back at how it was made
We take a look behind the scenes of Asteroid Base’s co-op shooter. Discussing its debt to both Star Wars and Star Trek, its modest launch, why it wanted to be a tough roguelike, but how it eventually found success as a family favourite
Read More »“If we released this game now, everyone would assume it was about the quarantine” – Why Kind Words is the perfect lockdown game
We take a look behind the scenes of Popcannibal’s BAFTA-winner, its surprisingly political beginnings and why it’s the perfect game for the current crisis with over 1.6 million messages sent to date
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