The brief was for ten multiplayer mobile games in as many months. You can’t say no when the request has come from Nokia itself, says Octopi’s Justin Felker, who explains what considerations must be made when making titles for casual players…
Development can be a positive experience, says Evolution’s Matt Southern, who details the studio’s unique efforts to encourage staff satisfaction – calling in a business mentor to coach the staff through production…
With the amazing growth in online games, ensuring playability can no longer be an afterthought, says Itheon’s Frank Puranik. Here he explains how to get networking right…
Dan Rogers of Interactive Studio Management lists the eight business laws every independent developer should abide by…
From the humble beginnings of your studio through to your biggest release – maybe even the sale of your business – contracts will play a part, so it’s imperative they help, not hinder. Sean Crotty and John Schorah offer some tips on how to go about securing the best deal…
A look at the soon indispensable role of art outsourcing will have within the development framework...
With outsourcing a widely accepted part of games production processes, what’s the next step for the sub-industry that’s helped hundreds of developers make and finish their games? Michael French speaks to Algy Williams, MD of the biggest company in the sector, to find out…
A look at audio outsourcing’s increasingly crucial role within game development…
What’s the plan when you already run the US’ largest independent developer, have the backing of a big investor, a diverse range of titles, and a big drive to find and market new IPs before publishers? Foundation 9 CEO Jon Goldman talks to Michael French...
The ability to handle PS3 and Xbox 360 is a given when it comes to middleware. Now, successful companies will have to be as innovative in how they deploy and charge for their smarts…
Relentless made its name creating successful social/lifestyle games, but as the industry moves on, it is now facing a number of interesting challenges, as Develop reports…
Why did Kuju’s Brighton team choose to rename itself as Zoë Mode – and how does the change reflect the team’s attitude and activity? Develop headed down south to find out…
Aiming to be the biggest and best in-house team in the world – and doing so by banking big on next-gen multiplatform development – Ubisoft Montreal’s plan of attack is one to take note of, says Michael French…
Described by its creator as an action-adventure built on a sports game philosophy, Assassin’s Creed is Ubisoft’s ambitious next-gen big hope. Michael French talks design, technology – and bridging a gap between the two – with the creative minds behind the game, creative director Patrice Desilets and producer Jade Raymond…
LucasArts’ development vice president Peter Hirschmann explains to Develop how the studio rebuilt itself to take advantage of a proximity to Industrial Light and Magic, and what the effects house has taught it about game production…