Interview and Features
RSS Feed
Italian fashion
Behind the scenes of Italy's first developer conference
by Owain Bennallack
October 29, 2008
The vogue for local game development conferences has now reached Italy, with November 22nd set as the date for the first ever Italian Videogame Developers Conference (IVDC).
Backed by AIOMI, the Italian Association of Interactive Multimedia Works, the conference will feature Italian speakers from key home studios, as well as others who've gone to work abroad at studios like Crytek, Ready At Dawn and Infinity Ward.
We caught up with two men steering the conference forward, Marco Accordi Rickards and Raoul Carbone, to hear why they're determined to put Italian development on the conference map.
Why should we be excited about the Italian Videogames Development Conference?
Raoul Carbone: For the first time ever, the Italian game development industry - including all its main teams - will be meeting in a single national congress. That's very important, because the sector is expanding more and more in Italy, but it's not yet fully conscience of itself. The IVDC will be a unique moment during the year when all these companies can meet and talk to each other, a chance to let the world know that Italy is a place where quality games are made, and to show investors that videogames can be a very interesting business.
What would you say are the main challenges and opportunities facing games developers at the moment, and how will you look to address those at the event?
Raoul Carbone: In my opinion, the first and foremost problem for the Italian videogame industry is the lack of communication in the field. The challenge is to make everyone appreciate the potential of videogames as a medium of cultural and artistic expression, and as industrial products that are able to create a rich economy and career opportunities for many people.
On the other hand, there are also many opportunities, because the field is expanding. With the IVDC, we want to create an official meeting point, where all the Italian game developers will successfully communicate with investors and institutions.
How many sessions will you have in total, and how are they arranged?
Marco Accordi Rickards: The IVDC will be divided into three main parts. During the first part, we'll have technical speeches made by developers to developers, and useful advice from existing games developers to young people eager to enter the field. The second part of the conference will be dedicated to the main Italian development studios. It will start with a keynote by Andrea Pessino, founder of Ready at Dawn.
The third part of the IVDC will be a public debate about videogame development in Italy, where speakers will answer questions from the chairman, the media and the audience. Some key figures will take part to this debate - people like Luisa Bixio, CEO of Leader, one of the main Italian videogame distributors, and Thalita MalagÚ, general secretary of AESVI, the Italian videogame publishers association. The full programme is available here.
How many attendees do you expect?
Marco Accordi Rickards: We already have more than 200 professionals due to attend the conference, not counting journalists. Moreover, the IVDC will be held in Milan, during the Ludica/Ludic@rena fair, a games and videogames festival that is expecting more than 30,000 visitors.
What three sessions or speakers are you personally most excited about?
Marco Accordi Rickards: This is a very difficult question, because I personally think that all the speeches will be very interesting and important, for different reasons. If I had to choose three, I guess that I'm really looking forward to Andrea Pessino's keynote, because he's first of all an extraordinary man, and a real international success, and also to the speeches by Antonio Farina and Riccardo Cangini, two of the pioneers of the Italian game development.
I'm also looking forward with great interest to the final debate, where publishers and distributors will face each other and games developers in front of the press and the public. Honestly, I think it will be a unique occasion.
How many games development studios would you estimate are operating in Italy at the moment? And how many people in total are employed?
Raoul Carbone: The Italian videogame industry is still in its beginnings: at the moment, we can count about ten software houses, among which only some are professionally structured and able to bring internationally competitive products to the market.
About 300 professionals are employed in the field, but it must be remembered that many Italian programmers and game designers went abroad to work in places where the videogame industry is more developed than in our own country. We really hope that in the not too distant future, with the expansion of the market, companies and staff numbers will grow more here in Italy.
Who are the standout Italian studios who are already setting the pace in the territory at the moment, and why?
Raoul Carbone: Milestone is the most developed software house at the moment, but we can also speak proudly about Artematica, Ubisoft Milano, Raylight, Twelve, SpinVector, and the small independent studios like Idoru, 7Sense, Virtual Identity and others that are entering the market. Not to mention my own company, Black Sheep Studios, which will be announcing a new game at the IVDC!
Do you think your local game development industry faces any particular issues?
Marco Accordi Rickards: Yes, there's a very important are that all the main development teams in Italy are finding problematic: recruitment. It's very difficult, here in Italy, to find young people qualified and ready to work in the field, and that's the reason why companies like Milestone, Artematica, Twelve and Black Sheep Studios will take advantage from the IVDC in order to find and recruit new employees. Milestone, in particular, will have a dedicated recruitment area, running all day, where they will meet young programmers, game designers and artists to recruit.
Moreover, AIOMI, the association behind the IVDC, will provide a 'DEV BOX' in order to collect young developers' CVs and demos. At the end of the conference, these documents will be sent to all the software houses that took part in the event. We think that it can be a serious way to help young people who wish to work in the field, and to help the companies searching for new talent.
Are Italian studios producing much localized content, or is it more competing on a global stage for the usual triple-A game budgets from the big publishers?
Raoul Carbone: Italian videogames are suffering from a lack of investment when confronted with the big production demands of the international majors, who are setting more and more difficult standards to cope with. Private investors and institutions here in Italy have not understood the real economic potential of videogames yet, but we are sure that it will happen very soon, so that the Italian software houses can better create products capable of competing on a global scale.
To follow that up, how do you think Italian development is perceived by the big international developers. What more needs to be done?
Marco Accordi Rickards: The 'Made in Italy' badge is always perceived as something creative, high quality and very cool. (Just think about fashion, for example.) I think videogames can also become something great, in Italy - the ideas and talent is already here, we just need more investment. But fortunately, that is arriving, too.
What are your all-time favourite Italian developed games, and why? And what Italian games in development have the most potential?
Raoul Carbone: I'm very fond of Antonio Farina's Screamer series (Milestone), because, in my opinion, it launched Italy onto the international game development stage. I think that, at the moment, the latest products from Milestone are the ones with the best potential, because of their quality and the technologies they are implementing.
Marco Accordi Rickards: I'm Italian, so I can't help choosing Simulmondo's I Play 3D Soccer, the first real 3D soccer game in history. As far as the new games that are being developed, I'm very fond of comics and adventures, so I will choose Artematica's Julia, a beautiful noir adventure based on a well-known Italian comic, whose main character is an intelligent and fascinating female criminologist.
To see the full programme for IVDC 08, head over to the conference website.
Recent Features
- Anti Climactic: Part one
January 6 - Develop speaks with Climax's CEO and head of development
- Blitz’ 3D tech stands out
January 5 - Q&A with Andrew Oliver, CTO of Blitz Games Studios
- New Year’s Resolutions
January 2 - What will you do in 2009?
- Interview: Havok after ten years
December 18 - MD David O’Meara on the company's past and future
- The ten most interesting game dev deals of 2008
December 17 - Develop brings together the deals of the year
- The games development year in review: 2008
December 16 - Develop brings together the biggest news of 2008
- Going through the ‘motions
December 5 - Exploring 'full performance capture'
- amBX: Not so ambient now
December 1 - amBX talks over the benefits of its new independence
- INTERVIEW: Denki Games
November 28 - Colin Anderson and Gary Penn
- Yes, target renders do matter
November 25 - Axis MD discusses why concept movies are far from irrelevant
- A view to subscribe to?
November 24 - Games Investor Consulting looks at subscription-based games
- A quick ping from Seoul
November 18 - Korea's G* conference proves free-to-play is the future
- IP Profile: Tomb Raider
November 14 - Latest profile of a Britsoft classic details Lara's biography
- French Revolutionary
November 12 - Christine Burgess-Quemard on hiring new talent for Ubisoft's studios
- Games for everyone?
November 6 - David Edery and Ethan Mollick on how games can benefit any workplace
- A new Breed
October 31 - Why 2009 is going to be Team 17's year
- Molyneux’s Reflections on Fable 2
October 24 - Q&A with Lionhead’s boss looks back at the team’s latest game
- Asia specific
October 21 - Q&A with Jonathan Newth on Kuju's expansion to the Philippines
- iNiS to win it? - Part 3
October 17 - On finding a global audience and the Japanese development industry
- iNiS to win it? - Part 2
October 16 - Develop finds out how the Japanese developer found its swing
- iNiS to win it? – Part 1
October 15 - How Microsoft's singing game Lips will make you love music all over again
- Games Impact - Part 1
October 13 - Topline summary and introduction to latest UK market research
- Games Impact - Part 2
October 13 - Examining the UK games sector's employment and GDP record
- Games Impact - Part 3
October 13 - Looking at the indirect economic influence of the UK games industry
- Games Impact - Part 4
October 13 - The catalytic impact of the games industry on economics explained
- Games Impact - Part 5
October 13 - Alternative growth scenarioes for the industry and conclusion
- Sharpened 'Blade
October 9 - FinBlade’s John Chasey on making cutting edge mobile games
- Q&A: Brad Wardell, Stardock
October 8 - Our design expert talks to the controversial PC firm
- 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
- Advice From The Recruitment Frontine
June 6 - EA's guide for studios and those looking to move job
- 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














