Despite claims that Second Life represents a world ripe for exploitation for all sorts of companies, legal expert Vincent Scheurer wonders if a world where everything is at the whim of a single corporate entity is the right place to be doing business...
Love it when a plan comes together? What about when it doesn't? Outsourcing is the most cost efficient way to manage development, but it can be ruined by bad planning. We asked outsourcers to offer advice on how studios should brief suppliers and get the best out of them…
From a designer struggling to get his concept approved to a man in demand to speak at conferences all across the world: it's been a crazy two years for LocoRoco director Tsutomu Kouno. Develop caught up with the man himself to talk originality, LocoRoco's gestation and 'that' racism allegation...
Warner Bros has operated its Interactive Entertainment division since 2004. Founded by former Monolith boss Jason Hall and debuting with a dash of controversy - Hall said he would pay developers less if their WB IP-based games reviewed poorly - the operation was focused on external development.
We sit down with Autodesk's Michel Kripalani and Curtis Garton to find out more about the recently announced new versions of the company's software…
If you weren't at last week's Siggraph event in San Diego, don't despair. Develop was the only trade site on hand at the show delivering live updates throughout the past seven days. So we've summarised all the big announcements, with links to our in-depth coverage, below…
We talk to Rockstar Leeds boss Gordon Hall to find out more about the Develop Award-winning team’s first ten years of business, and plans for the future...
In-game advertising may be a dirty word to some; something that cheapens the experience and irritates players. But that's not the case, IGA Worldwide's Ed Bartlett tells Develop: advertising is a co-operative process, and it could just be a way to finance the development of your title...
In our monthly look behind the scenes on the audio production of a recently released or upcoming game, John Broomhall speaks to Ninja Theory's Tom Colvin and SCEE's Garry Taylor about the making of music and sound FX in Heavenly Sword…
E3 might now be a smaller, calmer event, but it's as busy as always at Epic. Here’s a look at key Unreal Engine 3 announcements and milestones from this year's E3...
Unseen features in your game could help make it a big hit, says our pseudonymous design expert…
Developers love digital distribution, that’s a fact. Here, Stainless Games’ Ben Gunstone offers up some key advice on making games for Xbox Live Arcade…
Rebellion’s CTO, Chris Kingsley quizzed about project management…
Managing a next-gen project can feel like trying to tame Godzilla, but there are software solutions and fashionable paradigms that claim to make your life easier...
In this exclusive report based on research derived from player feedback, Ben Weedon at Serce Usability Services looks at how developers should be designing game concepts for the Nintendo Wii's innovative remote…