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…
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…
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…
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…
International markets demand international products – and that means localising your title into a variety of languages. Side’s Andy Emery offers advice on ensuring that the spirit of the game is not lost along the way…
Swordfish Studios’ Ian Flatt shares his experience on moving from PS2 to new gen programming and offers advice on how to survive the switch…
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…
Dan Rogers of Interactive Studio Management lists the eight business laws every independent developer should abide by…
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…
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…
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…
Consolidation shouldn’t be seen as a negative for a small developer, and for many a profitable sale of the business is probably something that they have been working towards.