Interview and Features
RSS Feed
Advice From The Recruitment Frontine
EA's guide for studios and those looking to move job
by Matthew Jeffery, Electronic Arts
June 6, 2008
EA’s head of global talent brand, Matthew Jeffery, offers a guide for recruiters and those looking to move job…
Recruitment is a challenge. Attracting and retaining the best talent affects the bottom line and makes or breaks a business. And hiring staff is now a vital part of any studio’s business strategy. And it has to be: The next 12 months will provide a host of challenges and opportunities for video games companies looking to attract and retain the best talent.
It is true that the experienced talent pool of games industry developers is shrinking – so as games companies increase in size and need talent to meet growth plans we often find oursevles competing with the film, music, IT and mobile sectors. With the following insights, trends and suggestions from the recruitment front line I hope to provide a guide for both developer recruitment teams as well as candidates to navigate the market in search of talent and jobs in this exciting industry.
RECRUITMENT CHESS
Taking the easy route and recruiting from competitors does not fulfil growth demands. It results in stalemate. The industry has become overly reliant on playing recruitment chess, taking employees from one competitor and then losing their own in return. While this approach may work in the short term, it won’t benefit us in the long run as the industry’s needs for fresh talent aren’t met.
But weaning away from a habit is hard – so what are the solutions? To continue expanding, games companies need to start looking outside of the quick wins of gaming. There’s a sea of great talent, many blissfully unaware of the great careers available in gaming. Talented programmers work in the IT sector, in the public sector, film, mobile… that’s just scratching the surface of millions of talented individuals. Recently we hired a great AI programmer from a missile defence company working with the MOD. Project managers can come from a host of industries, from FMCG to Financial Services, bringing new ideas and scheduling skills. Candidates may need a little retraining but gain their loyalty and that is but a small part to play for their induction.
GLOBETROTTING CANDIDATES
More and more candidates are happy to relocate nationally and internationally for the right job. I see this a lot – both from people applying to EA but also from existing staff who look for a new ‘life changing’ experience by working abroad.
Complex decisions are being taken by candidates on a daily basis not only involving working, but quality of life. ‘Where can I work on great games, develop my career and bring my family up with a decent quality of life?’
Europe is blessed with some great programming talent in the former Eastern European communist states, which are becoming part of the EU. A lack of visa issues make this an easy and rich recruiting ground. How many UK companies are recruiting from there? Too few.
Mobility of candidates has a big effect on an industry and the well-known ‘Brain Drain’ is increasingly becoming a reality in the UK. It’s a two-way street as talent in the UK and abroad recognise this change and see games developers investing in other countries with more attractive investment propositions. This could be Montreal or even one of the rapidly expanding countries in Asia.
UNIVERSITIES HOLD THE KEY
With the decrease in the availability of an experienced talent pool, building and maintaining solid graduate recruitment strategies is critical. In many ways graduates are the salvation to recruitment talent pool challenges. While it may seem obvious, this has not been recognised by enough games companies.
But there is more to graduate recruitment than attracting graduates via a jobs site web posting or receiving a CV from an agency. Graduates bring a huge desire for change and to prove their abilities. While experienced hires are schooled in particular eras or methodologies and can bring baggage which is difficult to retrain, graduates are used to learning. Training is like food for their brains. Their hunger also helps drive the internal promotion culture as others in the career chain feel the hunger of the grads chomping at their heels and hence raise their own game.
And setting up a graduate programme is not the preserve of the big publishers. It is not a matter of cost, but scale. An effective graduate scheme could involve selecting two or three universities to partner with, then providing advice, guest lecturers and then partnering with professors and getting to know the best students. It really does reap rewards for both parties – yet few do it.
INDUSTRY REPUTATION
As we look to diversify the talent pool we need to consider how we position ourselves as an industry. Video games are now mainstream entertainment and we need to ensure that the people who play our games today are more represented in our workforce. This applies particularly to the number of women and ethnic minorities. But when you look at any recent recruitment ads, most if not all still reflect the traditional geeky/nerdy image of the industry that is no longer representative.
60 per cent of gamers playing The Sims are female and this is the biggest selling game of all time. But look at a games team and 60 per cent are not female. There are many reasons that there are not enough women working in games today but key is what we do moving forward. Pipelines show that, to make a real difference real change has to be engineered at both school and university level, to ensure that women feel encouraged about gaming as a career choice, they can progress in the industry and hold major positions. EA can point to a host of successful key leaders, including two label presents: Kathy Vrabeck, president of the Casual Entertainment label and Nancy Smith, president of The Sims label. Again working with bodies like Skillset, can hopefully start to educate at a younger age how good our industry is to work in.
A MORE FLEXIBLE WAY OF WORKING
A flexible workforce is also essential for future development and contractors hold the key. Game development scheduling is defined by peaks and troughs for different areas and there are times when not all of the team is acutely working on the game. How that part of the team can be kept motivated and financially utilised has always been a key question. Can certain areas of the team be best served by hiring in contractors for short periods of time than adding to the numbers of permanent recruits?
Outsourcing provides another alternative and while this topic is often met with fear, it is proven not to lead to job losses. In fact, in areas that have been outsourced, team members who would previously have completed the lower end work have been liberated to work on more creative areas and add more value to a game, which is a win all round. The key is that outsourcing can allow game teams to remain smaller and more cohesive.
NEW WAYS OF SPOTTING TALENT
Recruiters in 2008 have many ways to search for talent. Social Networking sites like Facebook, MySpace, LinkedIn give recruiters powerful tools to search for candidates and allow for a shop window into that person’s life. Candidates should therefore be aware of what they share on those sites, as inappropriate material is likely to be seen and may not benefit their job applications.
Other trends such as user created content or advancements in technology such as Microsoft XNA will also help make aspiring game designer’s work more visible and I wouldn’t be surprised to see more recruiters pouring over content created by gamers to spot the next generation of talent.
IN-HOUSE RECRUITMENT
When I started in EA’s UK studio, recruitment agencies were critical for pipeline, with over 70 per cent of positions filled through agency candidates. I always advise that proactive recruitment is the best way of recruiting staff. Recruiting by agencies and recruitment advertising is equivalent to a lottery. You just hope the best candidates are on the books at that moment in time or see the recruitment ad. That leaves a lot to chance.
The best recruiters for your company are still your staff. An effective internal referrals scheme coupled with a great working environment should mean your pipeline is never dry. In an age of web 2.0 with great social networking recruitment agencies in the games sector should no longer make placements with games professionals but by bringing to us talent from other industries that we cannot naturally find or attract. Now there’s a winning business proposition.
If you are looking for a job, the clearest advice I can give is to go direct. If you want to work for EA, Sony, Microsoft, Nintendo etc., all have great jobs sites and recruiters to contact. Get to know them, meet them at Conferences such as the Develop Conference in Brighton – in short, control and influence your own career. It takes more time but is far more rewarding than hoping an agency wins through for you. Incidentally, agency recruitment at the EA UK Studio now makes up a very small percentage.
My advice to games companies, on any metric, be it cost, candidate experience, brand exposure, is ensure that you have an in-house recruitment team, loyally providing candidates with a great experience. Part of their focus needs to be on re-recruiting your own staff each day. Ensuring staff are happy and loved prevents recruiting for replacements.
SALARY MATURITY
With the decline in the size of the experienced talent pool and the growth in demand for staffing, candidates are increasingly in a position where they can negotiate stronger compensation packages. However, I would warn that as an industry we have to maintain a sensible position on this and avoid wages reaching unsustainable heights, while still appropriately honouring a candidate’s level of experience, talent and skill.
HEADHUNTERS ARE YOUR FRIEND
I’ve read in Develop or on Developmag.com a company head or HR leader decrying the practice of headhunting. One head of studio event recently told me he was proud that no one had attempted to headhunt his staff. I had to point out that this should be a real danger sign to him about the quality of his staff.
If you are being targeted by head-hunters take pride in the fact it shows you have recruited the best talent. Headhunting is a common and accepted practice in the traditional blue chip industries; let’s take pride in the fact that gaming has reached that maturity.
So are you a natural prey for head-hunters?
If you answer ‘no’ to any of the following then you are:
- Are your staff challenged?
- Are they well remunerated?
- Do they have a good work/life balance?
- Are they working on world class games?
- Do they have an opportunity for promotion?
- Are they receiving training & development?
- Are their ideas listened to?
If the answer is ‘no’, then start recruiting now for replacements.
TRAINING & DEVELOPMENT
Key to retaining staff is not necessarily money – that may be a short term motivator, but what makes people stick is being empowered and having real responsibility in a dynamic but friendly culture, backed by training and development.
A key exercise has recently been completed at EA whereby all the key job families have been mapped out (e.g. art, programming, audio, game design, production, project management etc.) and within that mapping, all roles and levels have been detailed so staff can transparently see what level of experience and responsibilities are needed to be promoted to the next level. That makes a key difference to staff forging their careers.
Also key has been recognising that a good manager makes all the difference to a person’s day to day career and enjoyment at work. As we all know, just because a person is great at their craft does not necessarily make them a great manager of people. So, at EA we made the project managers, (or development directors as we call them), responsible for people and career development as well as scheduling. That was a huge step forward for us and enriches career development and performance feedback.
LOTS OF IDEAS…
…so little time to implement them. I hope this advice will help you either recruiting new talent or find a job in this amazing industry. Being a great recruiter may not be rocket science, but it is a fine art. There is no better industry in the world to work in; together we can help continue grow it.
www.ea.com
Matthew Jeffery is the head of global talent at Electronic Arts
Recent Features
- Gearing Up
October 6 - Q&A wih Epic’s design director Cliff Bleszinski
- IP Profile: Worms
September 29 - Unearthing the history of a Britsoft classic
- Braid - the final word?
September 25 - The Byronic Man casts his eye over the XBLA hit
- Talent Spotting
September 24 - Profile of young indie outfit OneZero
- Capture the Infinite Recursion
September 23 - How can we avoid repetition when designing MMOs?
- German Persistence
September 22 - Our friends in Deutschland have found a mass-market gaming goldmine
- Seoul Calibur
September 19 - ASIA: Profiling the ‘the modern gaming capital of Asia’
- Factfile: Korea
September 19 - ASIA: Details on the world's online gaming superpower
- Rising Fun
September 18 - ASIA: Square Enix discusses the challenges facing Japan
- Factfile: Japan
September 18 - ASIA: Profiling the longest-running games sector in the East
- Q&A: Game Convention Asia
September 17 - ASIA: We spotlight the region's big games event
- A new games force?
September 17 - ASIA: LucasArts discusses the rise of Singapore as a games market
- Factfile: Singapore
September 17 - ASIA: Market data for Asia's only gaming city state
- Land of Opportunity
September 16 - ASIA: We examine games development hotspot India
- Factfile: India
September 16 - ASIA: Data on a key emergent games market
- The Shanghai Power
September 15 - ASIA: Territory profile of China's 'game city'
- Factfile: China
September 15 - ASIA: Market data on the East's gaming superpower
- CEDEC Awards report
September 11 - Inside Japan's first ever game development awards show
- To the victor, the spoiling
September 9 - How publisher acquisitions can kill independent development
- The rights and realities of reverse engineering
September 2 - Our legal advice column looks at what you can do with others' code
- Social Mood de la mode
August 29 - Hey game designers, wake up to the outside world
- How online changes everything
August 28 - Comparing and contrasting what's needed to compete with MMOs
- Why isn't everyone copying Will Wright?
August 27 - We wonder why everyone hasn't rushed to embrace user-made content
- Making a Splash
August 26 - How a mod team became a Develop Award-winning independent studio
- Free For All
August 21 - Profiling the key free (or cheap) dev tools available to educators
- IP Profile: Burnout
August 20 - Latest profile of a Britsoft wonder chronicles Criterion's classic
- Double the Fun
August 19 - We talk to Develop Award 2008 ‘Best New Studio’ winner Doublesix
- The Dyack Knight
August 18 - Q&A with Silicon Knights head Denis Dyack
- Grand Theft Auteur - Part 2
August 15 - The second half of our exclusive Q&A with Rockstar Games president Sam Houser
- Sam Houser: His-Story
August 15 - Rockstar's president offers up highlights from his working life so far
- Grand Theft Auteur - Part 1
August 14 - The first half of our exclusive Q&A with Rockstar Games president Sam Houser
- The latest Intel
August 13 - We talk Larrabee with Intel’s Aaron Coday
- Q&A: David Gosen, Xbox
August 7 - We chat with the Microsoft VP at developer event Gamefest
- An Enlightened View
August 6 - Geomerics on why developers must look to film for creativity cues
- Developers and debt recovery
August 5 - Our legal advice column looks at chasing late payments
- IP Profile: Elite
August 1 - Latest profile of a Britsoft classic chronicles first open world game
- Develop Pub Quiz: The Answers
July 30 - The much-demanded full list of questions and answers
- Developers doing us proud
July 28 - How the Develop conference continues to defy expectations
- Full Steam Ahead
July 24 - Valve tells us why the PC is stronger than ever
- Playing a Premium
July 23 - GAMEFEST 08: Making paid-for downloadable content pay
- Juvenile Journalists
July 22 - Why game reviewers aren't in a position to demand anything
- Qantm's Mechanics
July 21 - Our educational spotlight looks at a new face in games teaching
- Why Brighton Rocks...
July 18 - …for game developers. Part two of our roundtable
- Why Does Brighton Rock…
July 17 - …for game developers? Part one of our roundtable finds out
- Rebel Forces
July 14 - Q&A with Rebellion's Jason and Chris Kingsley
- The Little Things
July 10 - Why the devil is in the details when it comes to game design
- Q&A: Eidos’ Ian Livingstone – Part 2
July 9 - Publisher’s creative director on online opportunities and the crossover with film
- Q&A: Eidos’ Ian Livingstone – Part 1
July 8 - The publisher’s creative director on restructuring and Government lobbying
- Inside the Game Localisation Round Table
July 4 - SCEE, Square Enix and EA talk game localisation
- Towering Babel
July 2 - Why one of the most popular games services companies sold out
- Child's Play
June 30 - Why the tide is turning towards making games for kids
- Knights of the Sandbox City
June 26 - Does GTA need more recognition from the Establishment?
- Growing Up
June 24 - Advice on studio expansion as heard at Paris GDC
- War Machine
June 23 - We talk to Treyarch about development of Call of Duty 5: World at War
- IP profile: Driver
June 19 - As speculation of a sequel mounts, we look back at the hit franchise
- When Media Molecule interviewed Ralph Baer
June 18 - Past and future of gaming collide for a special Q&A
- Team Work
June 17 - Part two of our SCE Worldwide Studios president Shuhei Yoshida Q&A
- Meet the new Boss
June 16 - We talk to new Sony Studios president Shuhei Yoshida
- Up, Yours
June 16 - Behind the scenes of the Games Up campaign
- Event Preview: Paris GDC
June 13 - Key sessions to attend at France's upcoming developers conference
- Pardon my French, Part 2
June 11 - Q&A with Christine Burgess-Quémard
- Pardon my French, Part 1
June 10 - Q&A with Christine Burgess-Quémard
- The legal side of music in games
June 5 - Our legal advice column looks at copyright law
- OPINION: This is not hardcore
June 4 - How the industry's casual future lies in its past
- OPINION: Tail-chasing is not design
June 3 - Why you should innovate, not iterate
- OPINION: Why 'Games Up?' makes sense
May 30 - Examining the UK games sector's lobbying campaign
- Censorship from a 2020 perspective
May 29 - Will our views on games content change in the years to come?
- Games Up? The Stats
May 27 - Facts and figures proving the UK industry's commercial clout
- New Horizons
May 21 - Roundtable Q&A with developers from North East England
- Truth of Dare
May 20 - How Abertay University's Dare to be Digital has united the industry
- IP profile: RuneScape
May 19 - Examining the success of Jagex's popular youth-oriented MMO
- Growing pains for Global Studios
May 16 - Looking at the march of games development into emerging markets
- The real Paradox
May 15 - What provokes a small indie developer to release its engine for free?
- NEW YORK MINUTIAE: Getting in the Game
May 13 - NY Territory Report Part 1: Gaming bytes the Big Apple
- NEW YORK MINUTIAE: Novice player
May 13 - NY Territory Report Part 2: Survey results and city overview
- NEW YORK MINUTIAE: The Next Level
May 13 - NY Territory Report Part 3: What’s holding the city back?
- NEW YORK MINUTIAE: Heroes Wanted
May 13 - NY Territory Report Part 4: How NY authorities can grow the industry
- Guiding Light
May 13 - How new IP Zubo has changed the way EA UK makes games
- Q&A: Marc D'Souza, Creative Director for NCsoft Europe
May 12 - How the MMO firm is building a new team - and approach to design
- A truly Epic deal
May 8 - OPINION: We speculate who'd really want to buy Epic
- 'Action Adventure: Part 2
May 7 - Taking advantage of the online release model with InstantAction
- 'Action Adventure: Part 1
May 6 - GarageGames tells us how InstantAction can open doors for devs
- Iwata Speaks
May 1 - Q&A with the Nintendo president on key game development issues
- Us and them
May 1 - Why Capcom's Okami credits snub proves old habits die hard
- Hidden Value
April 30 - The economic squeeze won't affect consumers, says our design expert
- IP profile: Black & White
April 25 - Continuing our series of articles, we look at Lionhead's first series
- How to win a Develop Award
April 24 - Complete guide to lobbying for the year's biggest night for developers
- Steam works
April 23 - Q&A with Valve's director of business development Jason Holtman
- Q&A: Insomniac's Mike Acton – Part 2
April 22 - Resistance developer on the shortcomings of games degrees
- Q&A: Insomniac's Mike Acton - Part 1
April 21 - Ratchet creator's Tools of Instruction
- Keeping up with Jones – Part 2
April 18 - Second instalment in our chat with Realtime Worlds CEO Dave Jones
- Keeping up with Jones – Part 1
April 17 - Develop talks to GTA creator and Realtime Worlds CEO Dave Jones
- A new direction for games development?
April 16 - Emote Games' plans to revolutionise the business and art of gameplay
- Debunking the Consolidation Theory
April 15 - Mergers aren't necessarily the inevitable future of games
- What next for independent and in-house studios?
April 14 - Looking at the state of play for the world's games studios
- Develop 100: The topline trends
April 10 - Charts, stats and trends for you to feast on
- Develop 100: Profiles of the top 10
April 10 - From Nintendo to Traveller’s Tales
- Develop 100: #11 - #30 Profiles
April 10 - From Ubisoft France to Game Freak
- Develop 100: #31 - #50 Profiles
April 10 - From Codemasters to Bizarre Creations
- Hearing the Call
April 9 - Infinity Ward’s Mark Rubin on the secrets behind Call of Duty 4's success
- The Alternative Byron Review
April 8 - A review of the newspapers' review of the Byron Review
- Hiring the elusive female developer
April 7 - YOUR GAMES CAREER: How studios can widen their talent base
- Rich pickings
April 3 - YOUR GAMES CAREER: Jobs market overview
- Trading places – part 2
April 1 - Tiga CEO Richard Wilson on strategies beyond tax breaks
- Trading places – part 1
March 31 - New Tiga CEO Richard Wilson gives his first interview
- First scrum, first served
March 28 - YOUR GAMES CAREER: How scrum can help newcomers
- Get your head in the game
March 27 - YOUR GAMES CAREER: Pointers for those looking to get into games
- IP profile: RollerCoaster Tycoon
March 26 - Continuing a new series of articles, we look at a modern British classic
- All that glitters…
March 25 - Beneath the surface of France’s tax break
- Q&A: Warren Spector, Part 2
March 20 - Can games provide meaningful discussion?
- Q&A: Warren Spector, Part 1
March 19 - Games still don't tell good stories, says Deus Ex creator
- Student Union
March 18 - Valve's Kim Swift on how a group of students made Portal, 2007's best game
- Tax breaks - panacea or pestilence?
March 17 - Looking at the merit and pitfalls of government subsidies
- WiiWare Week: What's next
March 14 - Madden creator Scott Orr on his plans for launch game Spogs Racing
- WiiWare Week: Versus Round
March 13 - How Nintendo is secretly waging war on XBLA and the PlayStation Store
- WiiWare Week: Why WiiWare?
March 12 - We ask why the channel has captured imaginations so quickly
- WiiWare Week: Ready to Ware?
March 11 - How Nintendo is changing game development - and the wider market
- WiiWare Week: Portrait of a launch title
March 10 - David Braben discusses LostWinds
- Q&A: Chris Satchell, Part 2
March 7 - The community can be trusted to police itself, says XNA chief
- Q&A: Chris Satchell, Part 1
March 6 - XNA boss details Xbox Live Community Games service
- IP profile: Grand Theft Auto
March 5 - As part of a new series of articles, we look at the biggest contemporary games franchise
- Mickey and Minigames, Part 1
March 3 - Disney Black Rock's Tony Beckwith on reenergising his team
- Mickey and Minigames, Part 2
March 3 - Development Diary from Disney's 'minigame week'
- Reinventing the Art
February 28 - Could the industry move towards an open source model for art assets?
- Pecking order
February 26 - Gamecock's Mike Wilson on his plans to change industry hierarchies
- GDC08 Round Up
February 24 - Our comprehensive guide to the big stories from 2008's show
- GDC08 Q&A: Peter Molyneux
February 20 - We talk about Fable 2's freshly unveiled co-operative mode
- GDC08 Q&A: Bungie's Chris Butcher
February 20 - Talking technology, team sizes and the future
- Going Down to California?
February 15 - Our GDC preview and summary
- Theeyy’rre Back! Big Media’s latest games foray
February 13 - ANALYSIS: Disney, Viacom and Warner target games
- Video games: the ultimate end to progress?
February 11 - OPINION: How video games can save the world
- Game Changers
February 5 - Meet the 25 people reshaping the game business
- Brewed in Britain: Part 2
January 29 - Tiga's outgoing CEO plus bosses from Codemasters, Blade and others on the UK industry
- Brewed in Britain: Part 1
January 28 - Lionhead, Rare, Realtime Worlds and others dicuss the UK games industry
- Reading between the 'lines
January 21 - New agency Sidelines on improving the quality of games writing
- The Perils of Publishers
January 14 - Our design expert offers advice on signing the perfect publishing deal
- Driving the brand
January 8 - What can we learn from Toyota's XBLA advergame?
- OPINION: Why tax breaks matter
January 4 - Blitz Games' CEO on the recent EU decision regarding tax breaks in France
- Multitalented
January 3 - Why has multiformat games development become so problematic?
- The 10 New Studios To Watch In 2008
January 2 - We choose the teams to keep an eye on over the next 12 months
- Code Warriors
December 17 - Codemasters' plans for growth with new tech, new IP and new talent
- Roundtable: Service Partners
December 14 - The state of play for outsourcing companies
- Credit where it’s due
December 12 - Boss of French association APOM recounts the country's history lobbying for tax breaks
- 360 degree entertainment
December 7 - OPINION: How the games industry could learn to better leverage its properties
- Q&A: Stephane D'Astous, Eidos Montreal
November 30 - Discussing Eidos' new studio and plans for the third Deus Ex title
- Lyon GDC - Editors' Choice
November 26 - Selected highlights from next week's inaugural French dev conference
- Pivotal decisions
November 23 - Jim Bambra and Alex McLean on Pivotal's plans for the future
- Development's next top models - Part 2
November 15 - Profiling the predominant distribution channels open to games today
- Development's next top models - Part 1
November 14 - Business models that is. An overview of the games industry's commercial channels
- EDITORIAL: Mixed Messages
November 13 - From BAFTA to tax breaks why do games struggle to show off properly?
- Game On - Part 2
November 12 - Microsoft’s Phil Spencer on Rare’s DS work, SK vs Epic, and growing the audience
- Game On - Part 1
November 9 - Microsoft Game Studios' general manager Phil Spencer on what the future holds
- Single Player
November 8 - Bungie studio manager Harold Ryan discusses the split from Microsoft
- Audio Chief - Part 2
November 6 - Continuing our chat with Bungie's Marty O'Donnell
- Audio Chief - Part 1
November 5 - Bungie's Marty O'Donnell talks up game audio's past and present
- Single Minded
November 2 - Do developers want a single platform to make games for?
- Life in the Fast Line
October 25 - Catching up with Disney's Black Rock Studio
- Playing for Keeps - Part 1: UK industry stats
October 12 - Hard facts about the UK sector, its IPs and how it fares in comparison to the rest of the world
- Playing for Keeps - Part 2: Industry Survey
October 12 - What 15 leading independent studios and publishers think of the UK's prospects
- Playing for Keeps - Part 3: Outlook for the UK
October 12 - The challenges facing UK developers
- Live stock - Part 2
October 9 - Continuing our Q&A with XBLA's chief David Edery
- Live stock - Part 1
October 8 - Q&A with XBLA's worldwide portfolio planner David Edery
- Lyon’s den
October 1 - Connection Events’ Pierre Carde discusses Lyon GDC and Game Connection
- Cliff's Notes
September 24 - Epic's Cliffy B on porting Gears of War to the PC
- Q&A: Havok boss David O'Meara
September 21 - Tools firm's CEO discusses the acquisition by Intel
- Quality Control
September 19 - EA UK's head of testing says QA needs to be taken more seriously
- Casual and Effect
September 18 - Black Rock on aiming for both casual and hardcore gamers
- Emergent's Behaviour
September 17 - CEO Geoff Selzer and president Scott Johnson discuss the tool firm's latest activity
- XNAbling everyone: Part 2
September 14 - The second part of our chat with XNA boss Chris Satchell
- XNAbling everyone: Part 1
September 13 - XNA boss Chris Satchell on the future of democratising development
- Gentlemen, Start Your Engines
September 12 - SPECIAL INVESTIGATION: Licensing and developing game engines
- Editorial: Engine troubles?
September 12 - What the Epic vs SK case really says about development
- Team Sports
September 11 - NaturalMotion discusses its move into full games development
- To Be This Good Takes Ages
September 10 - PART 2: More discussions with Sega’s in-house Western devs
- Sega’s Wild West
September 7 - PART 1: Q&A with Sports Interactive, Secret Level and Creative Assembly
- Epic Choices
September 5 - Game Engines Special: Q&A with Epic's Mark Rein
- Rethinking game AI
August 24 - The implications of Engenuity’s new no-cost licensing model
- Bright Spark
August 23 - Q&A with Spark Unlimited CEO Craig Allen
- Championship Management
August 22 - Our special look at games development project management
- Project Management Case Study Q&A: Rebellion
August 22 - How the independent uses Perforce
- Design Doc: Hitting your target
August 21 - Our design expert discusses clear goals with John Romero
- The Epic Diaries
August 20 - Mark Rein's monthly update on all things Unreal
- Commercial break-through
August 14 - IGA's Ed Bartlett tells Develop how advertising can fund development
- Rockstar Leads
August 13 - ...and everyone follows? An exclusive Q&A with Rockstar Leeds founder Gordon Hall
- SIGGRAPH Games News Round-Up
August 12 - All the key announcements from San Diego
- You Auto have it
August 10 - Autodesk execs discuss Max, Maya, Mudbox, MotionBuilder and industry trends
- Brothers in arms
August 8 - Warner Bros Interactive Entertainment boss Samantha Ryan reveals her game plan
- Going Loco
August 7 - Develop sits down with Tsutomu Kouno, director of LocoRoco
- Second Life: Ripe for revolution?
August 6 - Could players’ lack of rights in virtual worlds spark a gamer revolt?
- Getting PhysX-ical
July 30 - Develop catches up with Ageia's Michael Steele
- Develop conference round-up: Day 3
July 28 - Headlines from the last day of the event
- Develop conference round-up: Day 2
July 28 - Session and keynote coverage from beside the seaside
- Develop conference round-up: Day 1
July 24 - The big headlines from the first day of the Brighton event
- Q&A: Joshua Howard, Carbonated Games
July 23 - We go UNO-to-UNO with the Xbox Live Arcade masters
- Mind Your Language
July 19 - A special look at the localisation, QA and testing sectors
- Shock and gore
July 18 - Reflections from developers on the Manhunt and Resistance controversies
- The Crying Game
July 17 - Quantic Dream's CEOs discuss their new PS3 game
- Q&A: Takashi Fuji, iNiS
July 16 - Develop feels the beat with the Gitaroo Man and Elite Beat Agents developer
- Listening for talent
July 12 - EA UK's audio chief discusses recruitment for next-gen projects
- Oh, Canada
July 12 - How one country conquered the world of games development
- From Rag-Doll to Riches…
July 12 - An exclusive chat with the Media Molecule team
- Speaking Havok
July 12 - Q&A with Havok CEO David O'Meara
- Winning formula
July 12 - Develop goes behind the scenes at Sony Liverpool
- Boldy Going
July 12 - Q&A with Frontier head David Braben
- Creating a Storm
July 12 - Evolution's journey from PS2 to PS3 and from WRC to new IP
- Climax change
July 12 - A look at how independent developer Climax is changing its business
- Radical Movement
July 12 - Free Radical discusses the changing face of independent developers
- Welcome to Montreal
July 12 - We take a trip to the world's fastest-growing games development hub
- The Creative Journey
July 12 - Creative Assembly chief Mike Simpson discusses the studio's success
- Assassin's Team
July 6 - The minds behind Assassin's Creed interviewed
- Agile Development
July 6 - An interview with Ubisoft Montreal boss Yannis Mallat
- Zoë’s Modus Operandi
July 6 - A look at which Kuju chose to rebrand its Brighton studio
- Quiz Masters
July 6 - Relentless' founders quizzed on their plans for the future
- The Rise of Middleware 2.0
July 6 - A special look at modular middleware
- Cloud 9
July 6 - How Foundation 9 conquered the world
- Hired for sound
July 6 - Our special investigation in the audio outsourcing sector
- Tower of Babel
July 6 - Q&A with Babel Media MD Algy Willians
- The art of the matter
July 6 - A special look at the art outsourcing market
- Master Mind
June 28 - Phil Harrison answers Develop readers' questions
















