We talk to ex-Bioware GM Aaryn Flynn about his ambitions for Improbable's first-party adventure
Read More »Cord Worldwide and Laced Records: Helping bring music to your game — and your game to vinyl
We talk to the games music experts behind Cord Worldwide and Laced Records, Alastair Lindsay and Danny Kelleher, about how to choose the music for your game and how the digital shift in games plus game consumers’ need to collect has made the future of vinyls (very) bright
Read More »Regional spotlight: Why the North East should be on everyone’s radar
For this first regional spotlight, we look into the thriving North East scene. A dozen northern games companies tell us everything there is to know about North East England, its cluster of talent, its quality of life and its booming immersive tech expertise
Read More »Rebellion’s Jason Kingsley on Epic exclusives, Stadia and why it’s making Judge Dredd for TV
"I want to be fair to the fans who want to buy it on the platform they want... I guess that could change but there would have to be a bloody good reason."
Read More »Lisa Carter on 25 years as a woman in games and why dedicated events matter
Lisa Carter discusses the recent WIN conference at the London Games Festival and why we need events like this to address gender diversity issues in the games industry
Read More »Graduate Games: Aardvark Swift event helps build up industry-academia relations
We talk to industry attendees of latest event for an update on industry-to-academia relationships
Read More »Heaven’s Vault – how Inkle wrote its own herstory
Heaven’s Vault is out today, having recently won the Ukie UK Game of the Show at GDC. Seth Barton catches up with developer Inkle’s co-founders to talk about their passion for language, in all its many forms
Read More »Stadia: is cloud gaming finally ready for take off?
The death of consoles! The next billion gamers! The Netflix of games! Cloud-based gaming has all the hype. With Google finally showing (most) of its hand at GDC, we talk to critics, supporters, analysts and those working in the still-fledgling sector about its potential
Read More »When We Made… Baldur’s Gate
We take a look behind the scenes at the development of 1998 classic Baldur’s Gate with Trent Oster, who discusses working in a team who hadn’t shipped a game before, being outsmarted by AI and building the game’s incredible cast – and yes, that includes talking Minsc and Boo’s dynamic
Read More »MCV’s 30 Under 30 2019
MCV’s ultimate list of the UK games industry's brightest young minds - congratulations to you all!
Read More »