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Develop 100: #31 - #50 Profiles
From Codemasters to Bizarre Creations
by Develop
April 10, 2008
Continiuing our special focus on the big names listed in the 2008 Develop 100, we're presenting here key profiles from the top 50, from Codemasters (#31) to Bizarre Creations (#50)…
[Note: Revenue amounts refer to the total revenues generated by that studio's games at UK retail in 2007. Further details of our methodology can be found at the end of this feature.
The Develop 100 in full, from 1 to 100, can be found at www.develop100.com. Topline trends and facts can be found here, while you can read profiles of the first ten studios here. Profiles of numbers 11 to 30 can be found here, while profiles of numbers 31 to 50 here. Alternatively, click here to read a digital version of the print book.]
31. Codemasters Studios - £11.73m
Best-selling game of 2007: Colin McRae: DiRT (£6.37m)
Codemasters’ successful 2007 sales sheet hardly hints at the activity going on beneath the surface. Last year’s bestsellers were familiar – Colin McRae, Brian Lara, LMA and TOCA might have figured in any number of years – but back at base Codies invested some £40 million in game development in the 12 months to June 2007. Key has been ongoing work on its proprietary EGO Engine technology; it also opened a studio in Guildford and established an internal art outsourcing team in Kuala Lumpur.
The publisher’s year was touched by tragedy in September, however, when Colin McRae died in an accident that also claimed the lives of his son and two family friends.
Looking forward to 2008, work on the internal projects Race Driver GRID, Operation Flashpoint 2: Dragon Rising and ‘Project Strike Team’ continues. The masterplan remains an IPO this year, headed by CEO Rod Cousens.
32. Namco - £11.54m
Best-selling game of 2007: Ridge Racer 7 (£3.12m)
Those who point to third-party Japanese developers’ waning importance in the West might cite Namco. Number three if ranked by 2007 sales in Japan, it’s down at 33 here – a plunge from 14th a couple of years ago.
Certainly Namco’s recent products have been incredibly familiar, with Ridge Racer, Ace Combat and Tekken having been around the block for generations. Tekken specifically has become a PlayStation launch staple, and some of Namco’s performance lately reflects the travails of PlayStation 3. But with sales still resilient in Japan, we think it’s more a case of too little modern fare and too few SKUs to exploit Western audiences.
But you’d be crazy to write off a veteran like Namco. One catalyst for change could be the fading appeal of parent Namco Bandai’s arcade operations; in February it announced the closure of a fifth of its Namcoland centres.
33. Office Create - £11.54m
Best-selling game of 2007: Cooking Mama: (£11.51m)
No offence to any Office Create employees reading, but we’re bestowing the company Top Novelty Entry in this year’s Develop 100. (Besides, it’s quite an honour in the UK. Just mention ‘Agadoo’ to any native over 30.)
That’s not to say the Nintendo DS version of Cooking Mama isn’t a clever offering, and certainly 505 Games and Majesco showed brilliant judgement in picking up the title for Europe and the US respectively. But the huge sales the cook-’em-up enjoyed were a bolt from the blue. The Wii version, Cooking Mama: Cook Off, did not achieve the same success (out of the £11.5m above, £8.6m of that was the DS SKU), and the less said about Dino Master, an extinct-at-birth take on Pokemon, the better.
The Cooking Mama franchise could spark a new era for Office Create – it’s previous games went unreleased in the West, but now it knows how to use a niche idea to capture mass market imaginations – and a sequel is already available.
34. Square Enix - £11.47m
Best-selling game of 2007: Final Fantasy XII (£7.21m)
Ten years on from Final Fantasy VII, its Western breakthrough, and the bulk of Square Enix’s UK sales are still attributable to the never-ending franchise. The game giant’s relevance in Western markets has arguably even declined, with its always-excellent RPGs appealing to a huge but nevertheless now well-defined niche of gamers. Yet in Japan Square Enix is a superpower – the number two Japanese developer in terms of 2007 sales, according to Famitsu magazine, and with more than 1,600 staff the fourth biggest by headcount.
The famously platform agnostic company (even cinema is simply another destination for its content) concentrated mainly on DS in 2007, but the finalisation of its cross-platform engine, Crystal Tools, will help it make a broader impact in 2008. The engine will power Final Fantasy XIII and Final Fantasy Versus XIII, and also Square Enix’s unnamed next-gen MMO.
35. EA Bright Light - £11.13m
Best-selling game of 2007: Harry Potter and the Order of the Phoenix (£9.49m)
Bright who? Yes, corporate rebranding has come to the former heartlands of Britsoft, with the EA studio whose DNA includes (via its 1995 acquisition of Bullfrog) Theme Park, Syndicate, Populous and Dungeon Keeper now looking to focus on a young, family-friendly demographic.
The studio has been going toddler-friendly for years, of course: you don’t sell more than £10 million worth of Harry Potter games in a year by frightening the horses. The new name puts EA’s formal corporate weight behind this direction: the studio sits within the EA Casual Entertainment paddock at the mega publisher, and under the fresh face of Harvey Elliot, who was named head of studio in June last year.
EA Bright Light has three franchises in the works, including a brand new DS-exclusive IP called Zubo. Sure to be a much-followed story in 2008, whatever your view of makeovers.
36. Crystal Dynamics - £10.88m
Best-selling game of 2007: Tomb Raider: Anniversary (£8.27m)
Tomb Raider: Anniversary could hardly have been expected to enjoy the frenzied reception that greeted Lara a decade previously, but, after the fairly positive verdict from reviewers, Eidos, Crystal Dynamics and co-developer Buzz Monkey Software might have been disappointed it didn’t match 2006’s franchise-saving Tomb Raider: Legend. The result was a slide for the Eidos-owned US studio, from 15th position last year. (It’s worth noting that Tomb Raider: Anniversary was also released via Xbox Live Arcade in episodic form, a channel the developer has said it’s keen to explore further.)
April saw Crystal Dynamics move to new premises in Redwood City, which it shares with its troubled parent’s relocated North American office. Officially the studio is hard at work on Tomb Raider: Underworld, but there are still fans who hope to hear of a new Legacy of Kain title some day.
37. Eurocom Entertainment - £9.74m
Best-selling game of 2007: Pirates of the Caribbean: At World’s End (£9.02m)
A Develop 100 stalwart among the UK’s dwindling ranks of independents, Eurocom moved up a healthy 12 places in 2007 thanks to a typical tranche of reliable movie licence games, this year led by Pirates of the Caribbean: At World’s End. Eurocom produced no fewer than six SKUs for Disney, with the PS3 and Xbox 360 outings marking the first showing of its new proprietary next-gen technology.
Employing some 270 staff, Eurocom continues to invest in its development facilities. In January 2007 it installed a motion capture facility next door to its studio building. First deployed on Pirates, the custom built rig is currently being put through its paces for the Beijing 2008 Olympics game that Eurocom has in development for Sega. The mocap investment was neatly joined in 2007 by a new sound recording facility, which Eurocom says it mainly uses for speech vocals and foley recording.
38. Neversoft - £9.48m
Best-selling game of 2007: Guitar Hero III: Legends of Rock (£5.89m)
You might imagine that like true pop svengalis, Activision decided on purchasing Red Octane in 2006 that wholly-owned Neversoft should be rewarded with a surefire new project for its long slog on Tony Hawk. The reality is weirder – the studio apparently got the gig after Neversoft President Joel Jewett told Red Octane’s founders his team fell in love with Guitar Hero during crunch on Project 8.
Besides, it could have been a poisoned chalice. Neversoft had to code Guitar Hero III from scratch, and the game’s progenitor, Harmonix, was developing Rock Band. The excellent reviews and sales of Neversoft’s production weren’t a gimme for its 140 staff.
Guitar Hero: Aerosmith is next – the first test of a potentially lucrative new departure for the franchise. With Hawk out of fashion and bands featured in Guitar Hero enjoying an upsurge in interest, we expect more such riffs to come.
39. IO Interactive - £9.43m
Best-selling game of 2007: Kane & Lynch: Dead Men (£7.70m)
Steady as she goes in 2007 for the Danish developer and jewel in Eidos’ crown.
Kane & Lynch: Dead Men received an unusually wide range of reviews (boiling down to a Metacritic score of 65 for the Xbox 360 version) but sales have been brisk: Eidos said it had shifted a million copies worldwide by mid-January 2008. With movie company Lionsgate having taken the property to Hollywood and the new franchise securely established, an IO Interactive-developed sequel is presumably guaranteed.
What is known for sure is the developer is working on a fifth Hitman, to follow-up 2006’s Blood Money. Announced in Eidos’ last annual report, the game is not due until 2009.
With the future of Eidos’s parent SCi uncertain following ceased takeover talks, redundancies, and new senior management, IO’s 200-plus staff would be forgiven for watching the financial newswires with greater-than-usual zeal.
40. Radical Entertainment - £9.3m
Best-selling game of 2007: Crash of the Titans (£3.35m)
A plunge for Radical, whose 14th outing for Crash Bandicoot amounted to a fair next-gen beachhead, rather than the spectacular game required to restore Crash’s kudos with gamers.
With sales of The Simpsons: Hit and Run finally tailing off in the face of EA’s newer take on the nuclear family, it was left to Scarface: The World is Yours to bolster the developer’s position in 2007.
We still think a Scarface sequel unlikely., although the studio has confirmed it is still working on licensed properties. Crash: Invasion of the Bandicoot Snatchers is on US retailers’ forward books, but there’s no confirmation yet on the developer. Some of Radical’s 300 staff are however working on Prototype, a GTA-style sandbox game for high-end consoles.
No doubt expectations are high for the new game: eight of the studio’s back catalogue titles have sold over a million units globally each.
41. Next Level Games - £9.24m
Best-selling game of 2007: Mario Strikers Charged Football (£8.11m)
Founded in 2002 and now with 100 staff in Vancouver plus a Beijing offshoot employing 13, Next Level Games looks every inch the modern Canadian third-party developer.
There’s even the rack of employer
awards – in the past 12 months it’s been named Best Company to Work for in British Columbia and cited as one of Canada’s top 100 employers.
More importantly, it makes good games. Last year saw a slight detour in the form of Activision’s reasonably well-received Spider-man: Friend or Foe, but it’s Next Level’s deft handling of the golden boots of Nintendo’s mascot that’s won its place in the premiere league. Working with the notoriously secretive Nintendo doesn’t make life easy for Develop 100 profile writers, of course. We’re told another Nintendo game is in development, though, and that the company is also working on an unnamed movie tie-in.
42. 2K Boston / 2K Australia - £9.17m
Best-selling game of 2007: Bioshock (£9.07m)
A new entry for the former Boston/Canberra-based Irrational Games, which was acquired by Take 2 in 2006 and rebranded in 2007. And all on the back of one game, BioShock, the spiritual successor to the its legendary System Shock.
Reviews for BioShock were spectacular across the board. The Xbox 360 version ranks as the 13th best game ever on aggregator GameRankings – and second by user rating.
BioShock has picked up numerous awards, too, especially for its artistic direction and story-telling. Given the universal acclaim, one might even ask if it underperformed at retail, relative to its plaudits.
Take Two is giving BioShock another go, having announced a sequel to be developed by 2K Marin, its new Californian studio with former BioShock staff. There’s no official word on what 2K Boston/2K Australia will do next, although interpreting the job ads suggests another Unreal Engine-powered first-person IP is a good bet.
43. EA Tiburon - £9.12m
Best-selling game of 2007: Tiger Woods PGA Tour 08 (£5.64m)
With hands as safe as a number one draft pick for wide receiver when it comes to sports, EA Tiburon (originally an indie of the same name) has delivered EA’s annual banker, Madden NFL, since 1994, plus a college football version since 1998. Acquired by EA that same year, Tiburon is also notable for the various NASCAR racing games it’s created, with NASCAR 09 due in June.
The US sports focus limits Tiburon’s overseas profile, but after the regrettable detour of Superman Returns, sticking to the knitting might seem advised. EA presumably reached the same conclusion, transferring Tiger Woods from its nouveau Wii specialist EA Salt Lake to the studio for the lead 08 SKUs, with promising results.
Florida-based Tiburon employs several hundred in a campus-style setting. Expect them to be crafting more updates to Woods, Madden and NASCAR for years to come.
44. Evolution Studios - £9.12m
Best-selling game of 2007: MotorStorm (£9.02m)
The recent history of Evolution Studios reads like that of British games development in microcosm. Several years of hard work on its PS3 racing game MotorStorm paid off when the near-launch title received very positive reviews; it has subsequently sold three million copies worldwide.
Cue the acquisition of Evolution (and its subsidiary BigBig Studios) by Sony Computer Entertainment Europe in September, the departure of Evolution founders Martin Kenwright and Ian Hetherington, and the rise of former MD Mick Hocking to become SCEE’s Group Studio Director, running Evolution, BigBig, and SCEE’s Studio Liverpool, which have a combined headcount of 250.
Evolution numbers 110 staff, busily working on a MotorStorm sequel and DLC for the original. The company has expanded to take in a third building, and has created a second development team with its own audio suite.
45. Epic Games - £8.89m
Best-selling game of 2007: Gears of War (£7.88m)
With 2006’s Gears of War still selling and its Unreal Engine powering seemingly every other new game, the always upbeat Epic is really on a roll.
You even start to wonder if the recent quip by VP Mark Rein that bidding for his company should begin at $2billion (‘$1billion? We’re not that cheap!’) was more than just a bit of quick wit.
With Gears of War sales of over five million worldwide as of March this year, Gears of War 2 was a no-brainer: Epic is aiming for a November release. An Xbox 360 version
of Unreal Tournament 3 will also bolster 2008’s takings. What’s more, in August 2007 Epic bought a majority stake in People Can Fly, the 50-strong developer of the PC version of Gears of War. The Polish company has been working for some time on an unnamed multi-platform game using Unreal Engine 3.
46. Backbone Entertainment - £8.85m
Best-selling game of 2007: Sega Mega Drive Collection (£3.49m)
It may have a famously prickly mascot, but Sega has been good to Backbone – games created for the publisher dominate the latter’s top-seller listing for 2007.
Not recorded, however, are Backbone’s efforts over the past 12 months on Xbox Live Arcade. The company claims to have made more games for Microsoft’s sub-platform than any other developer. It won six out of the ten categories in the inaugural Xbox Live Arcade awards given by Microsoft at the Game Developers Conference, including Best Overall Arcade Game for Bomberman Live (published by Hudson Entertainment).
A key constituent of Foundation 9’s portfolio of game developers, Backbone employs some 130 staff across studios in California and Vancouver. Current projects include two games for Eidos: Monster Lab on Wii and DS, and a return to its first creation in the shape of a Wii version of Death Jr.: Root of Evil.
47. Blizzard Entertainment - £8.64m
Best-selling game of 2007: World of Warcraft: The Burning Crusade (£5.88m)
No chart is perfect, but while we’re confident that, say, Xbox Live Arcade sales wouldn’t affect the Develop 100 much, a methodology based on retail sales undoubtedly underestimates Blizzard’s potency.
Sure, shops enjoyed flogging The Burning Crusade; Blizzard says the expansion pack, which sold 2.4m copies in Europe and the US on launch day, is the fastest-selling PC game ever.
But with monthly subscription charges running from £7.69 to £8.99 in Britain, Blizzard’s first cut is the cheapest. In January, WoW broke through 10 million subscribers worldwide, and while the definition of a subscriber varies from territory to territory, it’s clear the MMO is a money-maker.
A second expansion, Wrath of the Lich King, is due in 2008. StarCraft II is eagerly awaited, particularly in Korea, and a new MMO reputedly underway. Blizzard employs around 2,700 people, mostly in support.
48. Realtime Worlds - £8.1m
Best-selling game of 2007: Crackdown (£8.1m)
2007 was the year Realtime Worlds finally answered what feels like a decade of hype.
Its genre-rattling Xbox 360 debut, Crackdown, won the studio a clutch of BAFTA and Develop Awards from many more nominations, and shifted 1.5 million copies across the world. As a result, expectations have only grown for its ongoing work-in-progress, the much discussed and mutated APB. Now positioned as a team-based multiplayer online game, long-time watchers of CEO David Jones are expecting something innovative, even revolutionary; the Lemmings and GTA creator has already confirmed players will be able to assemble bespoke soundtracks using Last.fm.
But Britsoft creativity writ large requires serious resources. Having secured $31m in VC investment in December 2006, and a further $50m in March 2007, Realtime moved its 200 staff to 30,000 square feet of custom-fitted Dundee development space in early ‘07. It has 40 more staff in Korea, and six in the US.
49. HB Studios - £7.91m
Best-selling game of 2007: Rugby 08 (£3.20m)
With PS2 and PC versions of basketball and hockey on its roster, Nova Scotia’s HB Studios is undoubtedly a bigger fish across the pond. However the more Brit-friendly (and surprisingly not-so-niche saleswise) Rugby 08 together with UEFA Champions League 2006/2007 was enough to see the studio enter our top 50.
Going forward, HB has just finished UEFA Euro 2008, which we’ll patriotically pass over in favour of the equally freshly minted Big Beach Sports on Wii for THQ. PS2, PSP and Wii versions of NBA Live 09 and PC and PS2 versions of NHL 09 are in development for EA Sports (along with an unannounced Wii title), and there’s also a DS/Wii non-sports game in production for Konami.
Given all this activity, it’s no surprise January saw HB open its second studio, located in Halifax, Nova Scotia, taking its total headcount to 120.
50. Bizarre Creations - £7.43m
Best-selling game of 2007: Project Gotham Racing 4 (£5.82m)
Disregard its 2003 Disney project Treasure Planet and Bizarre Creations’ listing proceeds with the order of a Schumacher-era Grand Prix. But while the establishment of Project Gotham Racing as a blockbuster brand brought Bizarre its fame, the Liverpudlian studio has quite a history of unexpected Treasure Planet-esque diversions. (It gave us Geometry Wars, remember.)
And just as well. 2007 saw Activision acquire Bizarre Creations, and PGR4 is the last Gotham game the studio will develop for brand owner Microsoft. Activision Blizzard, the studio’s new parent, will have any number of properties Bizarre’s 160-plus staff might enjoy – it suggested two projects would commence at acquisition time – with a James Bond game topping the rumour stakes. Activision’s first Bizarre title isn’t expected until 2009, but 2008’s takings will include the just-released shooter The Club, developed for Sega.
ABOUT THE DEVELOP 100
The Develop 100 ranks the world’s game developers according to the revenues their products generated through UK retail. The figures come directly from ChartTrack data. Retailers contributing to ChartTrack’s data represent 90 to 95 per cent of all UK retail sales for games and the figures have been weighted up so as to accurately represent the market as a whole. Figures are based on sales of all games available on the market at all price points and on all formats (PS2, PS3, PSone, PSP, Xbox, Xbox 360, GameCube, GBA, Nintendo DS, Wii, PC and Mac) during the year 31/12/2006 to 29/12/2007.Recent Features
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- 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
- Italian fashion
October 29 - Behind the scenes of Italy's first developer conference
- 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
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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
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October 13 - Alternative growth scenarioes for the industry and conclusion
- Sharpened 'Blade
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- Q&A: Brad Wardell, Stardock
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- 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
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September 25 - The Byronic Man casts his eye over the XBLA hit
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- Factfile: Korea
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April 10 - From Ubisoft France to Game Freak
- 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















