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Develop 100: #11 - #30 Profiles
From Ubisoft France to Game Freak
by Develop
April 10, 2008
For the next part in our special focus on the big names listed in the 2008 Develop 100, we're presenting here key profiles from the top 50, from Ubisoft France (#11) to Game Freak (#30)…
[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.]
11. Ubisoft France – £25.37m
Best-selling game of 2007: Tom Clancy’s Ghost Recon: Advanced Warfighter 2 (£8.73m)
With Tom Clancy’s Ghost Recon: Advanced Warfighter 2 selling almost as many copies as it has syllables in its name, 2007 was another banner year for Ubisoft’s French development arm. Sure the multi-site division has shuffled down from seventh place, but minor volatility is inevitable in a hit-driven industry.
Ubisoft France is a powerhouse, even in the context of the vast Ubi empire, but it’s not perfect: witness the Tiwak studio’s lacklustre Beowulf, released in November. Ubisoft is making such movie tie-ins a speciality – most recently securing James Cameron’s Avatar, which it placed with Ubisoft Montreal – so the pressures of working with a licence can’t be an excuse. And with Ubisoft expanding in Singapore, Japan, China and Quebec, the French outfits can’t rest on their laurels. The recent acquisition of the Tom Clancy name in perpetuity might therefore play well at home. GRAW3, anyone?
12. Yuke’s - £24.5m
Best-selling game of 2007: WWE Smackdown vs. Raw 2008 (£17.45m)
People wonder why sequels and licences dominate thinking in the video games industry, but just look at the performance of Yuke’s.
Slightly down from eighth position in last year’s Develop 100 (despite an increase in total UK revenue), Yuke’s is to wrestling what spandex is to wrestlers. It’s an intimate relationship that predates the Japanese company’s high-tempo debut in 2000 for THQ, WWF Smackdown! – Yuke’s was previously responsible for a popular line of wrestling games in Japan. There’s no likelihood of it loosening its sweaty grip on the genre, either, with the Smackdown! franchise last year pushing past 25 million copies in total lifetime sales.
Here comes the pain, if you’re a rival: all this from just 137 staff. Indeed, Yuke’s Future Media Creators even found time to diversify with Dogs and Catz skus for Ubisoft, and a couple of Japanese-only releases.
13. Amaze Entertainment - £24.07m
Best-selling game of 2007: The Simpsons Game (£5.03m)
One of several studios to ride EA’s The Simpsons Game to a high ranking in the Develop 100, Amaze’s focus on the handheld formats is clear from its other best-selling titles, too.
While its games might not always receive ecstatic reviews from the specialist press, developers who work primarily with licensed properties will point to different challenges, priorities and measures of success compared to traditional studios. Certainly, publishers’ faith in Amaze as a safe pair of hands for their brands is clear – the company shipped its 100th title in 2007.
Acquired at the end of 2006 by Foundation 9, Amaze employs about 150 people, split between Kirkland, Washington, and Austin, Texas. If you can’t recall playing its games, it’s worth noting the studios further breakdown into Griptonite, KnowWonder, Monsoon (all Kirkland based) and Fizz Factor (Austin).
14. EA LA - £22.49m
Best-selling game of 2007: Command & Conquer 3: Tiberium Wars (£9.45m)
When John Riccitiello told Wall Street analysts recently his company needed to improve its products’ rankings on review aggregator Metacritic, he may – counter-intuitively – have had EA LA’s output in mind. Consistently turning out competent yet unspectacular software to time and budget would have satisfied the Electronic Arts of a few years ago, but today there’s seemingly a recognition the sort of brands EA LA handles – C&C, Medal of Honor and Lord of the Rings – didn’t achieve their status on the back of ‘7 out of 10’ reviews.
If C&C: Tiberium Wars (Metascore: 85) bucked the trend, the dividend is already apparent in high hopes for its first-person shooter spin-off, Tiberium, now in development at the 500-strong studio.
More hotly anticipated again are the first fruits of EA’s Stephen Spielberg collaboration – Boom Blox on Wii and the next-gen action adventure codenamed ‘LMNO’.
15. Capcom - £22.3m
Best-selling game of 2007: Lost Planet: Extreme Condition (£8.15m)
Nearly three decades old, and Capcom is still creating bestselling IPs with the enthusiasm of a start-up.
2007’s key addition to its legendary roster, Lost Planet: Extreme Condition, was successful across the world, but it was only one of 58 games the publisher released in 2007 in its native Japan, on every format going (it shipped 12 titles on PSP alone).
The secret to Capcom’s survival doesn’t just lie in its perennial invention, of course, but also exploiting the resulting franchises as remorselessly as EA Sports. Last year’s Resident Evil 4 remake for Wii is a universally applauded case in point; Bionic Commando (actually being developed in Sweden) should be 2008’s.
Capcom has well over 1,000 staff, but the same cadre of senior game designers keep doing the business – an interesting comparison to the slash-and-churn acquisition-driven business model of many of its Western peers.
16. Rebellion - £20.13m
Best-selling game of 2007: The Simpsons Game (£15.59m)
A superb placing for this key British indie, up from last year’s 77th position thanks to the strong performance of EA’s The Simpsons Movie tie-in.
Rebellion handled Wii, PS2, and PSP duties, with the Sony formats the usual destination for Rebellion’s output in recent times. However, the developer is actively shifting its focus more towards the now-established next-gen consoles, with Eidos’ Shellshock 2 for PS3 and Xbox 360 the first fruit. There’s also the potential for new games based on Rebellion’s 2000AD properties; it has regained the next gen rights for Rogue Trooper, for instance.
Rebellion aims to have around five products in development at once, with its proprietary Asura Technology a key component of its strategy. This year has also seen the studio move to house all these projects and its 280 staff under one roof at a purpose built studio in Oxford.
17. EA Redwood Shores - £19.99m
Best-selling game of 2007: MySims (£8.14m)
The developers at EA’s corporate headquarters continue their slide down the Develop 100, from fourth position back in 2005.
We’ve previously put the decline down to the publishers’ waning fortunes in the licensed games arena – EA lost Bond to Activision in 2006 – and certainly the success of MySims vindicates its public commitment to refocus on originality (especially if you’ve never played Animal Crossing…). MySims sold well on Wii and DS, and those revenues aren’t before licence fees – there are none payable, of course.
A further generous explanation: Redwood Shores has been working primarily with next-gen consoles, and the installed base was still growing in 2007. (Consider the relative weakness of The Simpsons on PS3 and Xbox 360, for illustration.) We’d expect 2008 to reverse this always-solid developers’ direction, with original IP Dead Space a key 2008 release.
18. Vicarious Visions - £17.56m
Best-selling game of 2007: Spider-Man 3 (£8.18m)
A drubbing by the reviewers wasn’t enough to squash Vicarious Visions’ Spider-Man 3, particularly its PS2 offering. Several DS titles from the erstwhile handheld specialist also performed well, underpinning a strong return to Develop 100 form for the wholly-owned Activision studio.
But it’s a DS game now in development, Guitar Hero: On Tour, which is causing most excitement. The game will ship with a plug-in ‘Guitar Grip’ controller, and Karthik Bala, Vicarious’ CEO and founder, promises more unique innovations to come in this summer’s handheld debut for the franchise.
Vicarious Visions is now entirely located in New York, after shutting down its Californian office last June. Details are scarce on other titles in development, but handheld versions of Activision’s 2008 portfolio are strong candidates. Following its parent’s merger, Blizzard’s IP might also be in the frame.
19. A2M - £17.5m
Best-selling game of 2007: High School Musical: Sing It! (£5.99m)
An Edge cover or a cult following on Kotaku is never going to trouble A2M for as long as it keeps making titles like High School Musical: Sing It!, Happy Feet or Scooby Doo: Unmasked.
But never mind the fanboys, feel the quantity. Somewhat like Eurocom in the UK, Quebec’s A2M (it stands for Artificial Mind and Movement) specialises in making the licensed games other developers avoid in their race to produce a 72nd first-person shooter, and it’s doing well from it. Just ask its swelling army of employees – now up to 450 – or Deloitte, which last year included A2M in its top 50 fastest-growing tech companies in Canada.
A2M doesn’t reveal much about upcoming releases. The Activision-published Spider-man: Friend or Foe on PSP and DS arrived as 2007 ended, but as for 2008, we expect more licences… and more sales.
20. Hudson Soft - £16.22m
Best-selling game of 2007: Mario Party 8 (£11.89m)
Hudson (since 2005 a subsidiary of Konami, its major shareholder) is increasingly big on handheld platforms; of 29 games it released in Japan last year, 19 were for DS. Now Japanese weekly Famitsu says the developer, already active on mobile, is targeting Apple’s iPod/iPhone platform, and notes it had an iPhone portal before Apple had even released its much-discussed SDK.
Back in the UK, the company’s 2007 hit sheet looks more familiar. Minority shareholder Nintendo continued to use Hudson for Mario Party duties, and while the reviewers weren’t always convinced, the Wii/DS demographic was perfect. Pundits may wonder if Bomberman’s becoming a damp squib, but it’s worth noting 2007’s Bomberman Story DS wasn’t released until year end in the UK, and a sequel to Land Touch has just come out.
Key projects underway at the company include would-be Wii Sports killer Sports Island.
21. London Studio - £16.1m
Best-selling game of 2007: Singstar Pop Hits (£3.27m)
With the SingStar series now into double figures, it’s no surprise to see five iterations taking over a £1million each in 2007. What was lacking were the original IPs Sony’s London Studio has traditionally nurtured.
The absence of a new The Getaway-style blockbuster is undoubtedly a factor in the studio’s steady slide down the Develop 100 rankings – from sixth place in 2005.
But this is the house studio of a format-holder, and PlayStation has been in transition. 2007’s figures don’t reflect what’s sure to be a long tail for London Studio’s SingStar PS3 debut and PlayStation Eye software. And you can’t discount the effort its 260 staff have been putting into the crucial Home.
Those blockbusters should return soon, too, with Eight Days and The Getaway for PS3 currently in development. Also in the pipeline are more camera-based games and SingStar titles.
22. Treyarch - £15.7m
Best-selling game of 2007: Call of Duty 3 (£8.86m)
With Activision’s transfer of Call of Duty responsibilities back to fellow in-house studio Infinity Ward having resulted in the critically sanctified Call of Duty 4: Modern Warfare, Treyarch’s management might look at this year’s Develop 100 entry somewhat ruefully.
Having secured it twelfth position in last year’s listings, Treyarch’s 2006 take on the first-person shooter continued to do the business in 2007. In comparison, sales of its rather mediocre Spider-man 3 offerings, whilst respectable, weren’t enough to maintain its ranking.
Next year could reverse the decline if rumours that Treyarch is at work on Call of Duty 5 prove correct; with job vacancies at the Santa Monica-based currently including ‘Associate Producer - Call of Duty’, we suspect they are. Treyarch’s James Bond game is also due by Christmas, and a return to top-quality output would surely see the studio push back towards the top 10.
23. Intelligent Systems - £14.88m
Best-selling game of 2007: Wario Ware: Smooth Moves (£9.16m)
Wii owners’ ravenous appetite for the fifth instalment of the superb Wario Ware series coupled with strong sales of Super Paper Mario have together propelled Intelligent Systems back into the Develop 100. But of course this is hardly an overnight success for the 115-strong, Kyoto-based developer.
The studio – a wholly-owned internal development resource of Nintendo – has been operational since 1986. In the past 20 years it has been responsible for many classic Nintendo games, including all but the first Wario Ware titles as well as long-time Nintendo franchises such as Advance Wars, Fire Emblem and the previous incarnations of Paper Mario.
Also, almost a third (32) of its staff are female. Having just released the latest Advance Wars for DS the studio is known to be currently working on a version of Fire Emblem for Nintendo’s dual-screen machine. Further Wii titles are also presumably in development.
24. EA Salt Lake - £14.83m
Best-selling game of 2007: Tiger Woods PGA Tour 08 (£6.64m)
Until its acquisition by Electronic Arts at the end of 2006, the company now known as EA Salt Lake – formerly Headgate Studios – had a clear focus: to make great golf games.
The developer was responsible for all the Tiger Woods PGA Tour games from 2000 through to the present day, created golf games for Sierra before that, and founder Vance Cook previously programmed for Access Software, which two decades ago was the top dog in golf simulation.
While booming sales for the past two Tiger Woods outings suggest little has changed, it’s worth remembering that the official word at the time of purchase was EA had secured Headgate to ramp up its Wii output. 2008 should finally see evidence of that, with EA Salt Lake games based on Hasbro properties NERF N-Strike and Littlest Pet Shop due out in Autumn.
25. Sonic Team - £14.1m
Best-selling game of 2007: Sonic and the Secret Rings (£6.53m)
Sega’s Sonic Team lived up to its name again in 2007 – a roster of new and newish games based entirely on the 15-year old mascot.
If only the quality of these products matched their popularity. Sonic’s next-gen debut was panned, and reviews of Sonic and the Secret Rings on Wii were inconsistent. Only on the comparatively limited DS does Sonic live up to his past glories, and these were co-developed with longtime handheld collaborator Dimps.
But then, it’s been a difficult period for developer (which actually consists of several outfits, including a US division), having lost its legendary founder Yuji Naka in 2006 when he left with several staff to found PROPE.
Recent Sonic Team titles include Sonic Riders: Zero Gravity and the return of NiGHTS on Wii. And more Sonic is due – the team is no doubt aware that the pressure is on to produce something that reviews as well as it sells.
26. Rockstar Leeds - £13.75m
Best-selling game of 2007: Grand Theft Auto: Vice City Stories (£7.29m)
If PSP is the format the industry forgot, then this third Top 50 entry in a row for Rockstar Leeds should serve notice.
With its GTA games Rockstar Leeds delivered two of the few titles to really stretch Sony’s handheld, and it’s been rewarded with great sales. Yet both Vice City Stories and Liberty City Stories hit stores prior to 2007 (as did Midnight Club 3: Dub Edition). Such a shelf-life in games seems almost criminal.
A couple of PS2 and Wii SKUs hardly disguise the company’s love of big games writ small, so we anticipate more productions for PSP to come. While there’s no official news, the word from inside is that the 70-strong studio is developing its ‘best game ever’. Certainly the dwindling PSP hardcore will be watching this space 24/7; in the meantime new game-hungry PSP owners should ensure Rockstar Leeds retains its residency.
27. Insomniac Games - £13.5m
Best-selling game of 2007: Resistance: Fall of Man (£10.59m)
Providing the champagne for the launch of PS3, Insomniac’s Resistance took its fight into 2007. Ratchet and Clank provided strength in depth – completing a second next-gen game so swiftly after the launch title is no mean achievement.
Of course, this upstart turned PlayStation hitmaker has been raising eyebrows for as long as Sony has been making games consoles. Yet its headcount remains just 165 – with modest plans to push toward 180 by May.
Insomniac has been named one of the SHRM trade association’s top 10 Best Small Companies to Work for in America for three years in a row, thanks to flexible hours, and perks that even include yoga sessions. Other initiatives like the developer-driven podcast The Full Moon Show and a tie-in with ABC television were recently joined by the Nocturnal code sharing project announced at GDC and a viral music video promoting life at the studio.
28. Microsoft Game Studios - £13.47m
Best-selling game of 2007: Forza Motorsport 2 (£12.58m)
Microsoft’s Redmond games development unit has shot 61 places up the Develop 100 with the fabulous Forza Motorsport 2, the Xbox 360 sequel to the series’ equally excellent Xbox debut.
The internal team behind both products is the low-profile Turn 10 Studios. Xbox 360 fans and driving game developers working on rival platforms may be pleased to hear it has no plans to follow the path taken by fellow internal Bungie, which was detached from the software behemoth last October. (Studio manager Alan Hartman says amongst other things he doesn’t want to start worrying about ‘balancing the books’ by going it alone.)
With Microsoft’s games development strategy apparently in flux, we’ll wait and see. It would certainly seem reasonable to guess Forza 3 is on the slate, probably for 2009. In the meantime, Turn 10 regularly releases downloadable content for Forza 2.
29. Sports Interactive - £13.28m
Best-selling game of 2007: Football Manager 2008 (£8.46m)
Football Manager 2008, Sports Interactive’s fourth iteration of the reborn brand (its 15th football management game if you count its stewardship of Championship Manager) sold over 90,000 copies in its first seven days of release, and topped the UK PC charts for 13 weeks. Importantly there were no signs of critical standard slipping, either, with review marks typically well into the 90 per cent bracket.
The company is hardly taking it easy, though. For 2008, its Web 2.0-cum-footie management mashup Football Manager Live should rejuvenate its audience, having already reunited the studio’s founding Collyer brothers for the first time in years. Elsewhere, the company’s ever inventive approach to self-promotion saw it launch a Football Manager podcast, chaired by irrepressible studio head Miles Jacobson.
While it’s slipped from last year’s 18th, armchair pundits wouldn’t bet against SI moving back up the league in 2009.
30. Game Freak - £12.88m
Best-selling game of 2007: Pokemon Diamond (£7.25m)
Pokemon’s DS debut didn’t just refresh the catch-’em-ups legs, it showed how it will evolve for years to come thanks to WiFi battling and trading. Who says you can’t teach an old Pikachu new tricks?
With 12-year old Pokemon the second best-selling game franchise of all time (after Mario), we wonder whether Game Freak’s 50-odd staff arrive at their Tokyo offices by limousine? According to Japan’s weekly Famitsu, company policy is for everyone to contribute game ideas, not just designers or producers, which is one way of keeping down the desk count. Home console duties go to Genius Sonority, the Ranger games and WiiWare outings are also farmed out, and the upcoming Pokémon Mystery Dungeon for DS is a familiar subterranean spin-off from developer Chunsoft.
We presume Game Freak will deliver more Pokemon title for DS soon enough. It also busies itself consulting for other companies.
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
- 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
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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
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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: #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
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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
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- 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
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March 3 - Disney Black Rock's Tony Beckwith on reenergising his team
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March 3 - Development Diary from Disney's 'minigame week'
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February 28 - Could the industry move towards an open source model for art assets?
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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
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- 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














