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Develop 100: Profiles of the top 10
From Nintendo to Traveller’s Tales
by Develop
April 10, 2008
With our Develop 100 list already turning heads and raising eyebrows the world over, we’re running all the associated editorial online. Here, we kick start things with profiles of the top ten companies in the book…
[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.]
1. Nintendo - £129.83m
Best-selling game in 2007: Dr Kawashima's Brain Training (£21.22m)
Perhaps unsurprisingly, Nintendo storms to the top of the charts after what marked a renaissance year for the company, with its Wii completing a tide-change sparked by the DS two years previously.
What’s most interesting about the titles developed by the numerous teams at Nintendo’s HQ in Kyoto, Japan, isn’t their highly-regarded quality level or innovative content – but how they actually buck sales trends.
For all of the key titles listed left which were released prior to 2007, sales revenues have gone up year on year – there are no economic long tails here. The first Brain Training made £21.22m at UK retail in 2007 – more than double the £9.61m made the year previously, for instance. New Super Mario Bros kept things ticking over also, making £14.68m in 2007, a few million more than 2006’s £12.72m.
Part of this trend will be undoubtedly bound closely to Nintendo’s savvy marketing of its hardware platforms, which have been sustained successes year-round and brought with it more and more new players buying must-own games such as the best sellers listed opposite. But it’s also part of an interesting change in Nintendo’s IP strategy, where its traditional key character-based games, the Marios and the Zeldas of the world, are no longer the sole flagships to be relied upon.
Of course, this list excludes one key Nintendo title which has been praised year-round but gets no revenue credit: pack-in game Wii Sports, which is owned by every Western Wii owner and is one of the most popular pieces of software at the moment, despite never having sold a single unit in Europe or the US (but it is sold separately in Japan).
It’s worth noting also that Nintendo has performed impressively in the Develop 100 since we started four years ago. The company has gone from a relatively pitiful (for such an esteemed company) number 28 in 2004, at a point when the GameCube was all but dead, to the top spot, dethroning stalwart ruler EA Canada on the way. In that time, its revenue growth has been against market trends also, the company often growing revenues by over 200 per cent year on year at times when the UK market’s overall growth was flat or only up by a few percent.
For the 2009 Develop 100, we’re predicting that Nintendo will once again sit at the top of the listing, given that staple games Smash Bros and Mario Kart are due and new game Wii Fit and its new Balance Board peripheral will reach out to mass-market consumers the way Brain Training has.
2. EA Canada - £68.78m
Best-selling game in 2007: FIFA 08 (£48.14m)
Nintendo’s stampede to the top has one high-profile victim: the now-bruised ego of EA Canada, which has to settle for second place after a three-year stint at the top of the Develop 100.
As predicted in last year’s book, corporate changes at Electronic Arts have seen EA Canada and EA Black Box allowed their own individuality, with the two having clear separate entries in the 2008 Develop 100. It was at EA’s request that we separated the two for this year’s book, a decision which partly explains why EA Canada only accounts for £68.78m in revenues in this year’s book (down from £115m). But its worth bearing in mind that even if Black Box’s £37.31m were included the total wouldn’t trump Nintendo’s £129m.
So second place is not to be sniffed at, especially when this entry no longer has the likes of Need For Speed to rely on.
Instead, the studio’s trademark franchise FIFA continued to do the business – its 2008 iteration in fact making almost £10m more in three months of release than its 2007 counterpart did during the same number of months a year previously. With FIFA 08 bucking critical trends and (according to Metacritic) scoring much better than erstwhile rival Pro Evolution Soccer’s 2008 instalment, the success is well deserved, and puts paid to that eternal speculation that Konami could out-do EA at its own game (for now at least).
Of course, it’s little wonder that FIFA 08 arrived as such a polished product – the EA Canada operation is a behemoth, with a perfected production ecosystem that supports its thousand-strong workforce; this is the studio which boasts a well-established mocap studio, over 20 rooms for music composing, almost as many video editing suites, and a QA department – all supporting three games teams.
Its art and production pipeline, designed for supporting these games of scale designed to sell in the millions, is impressive also. There’s been a widely-reported investment in next-gen tools and tech specifically tailored to character behaviour in sports games at EA for some time. This includes proprietary motion and facial technology UCAP.
For the 2009 entry, expect more of the same, but also something new: for all the striving for realism, new IP Facebreaker promises to show EA Canada’s more playful side via a stylised/cartoony next-gen boxing game that aims to offer as many comedic jibes as it does counter-punches.
3. Ubisoft Montreal - £52.17m
Best-selling game in 2007: Assassin’s Creed (£27.91m)
Much like Assassin’s Creed hero Altair steadily scaling the walls of a medieval castle, his creator Ubisoft Montreal climbs back up the Develop 100, after a slip to number ten last year (it was number six in the 2006 edition).
It’s that game specifically which helps the mammoth studio claim third place. Although not the best-selling release in this book (that honour still goes to major franchises like FIFA, Call of Duty and Halo), Assassin’s Creed was 2007 biggest-selling new IP; excellent work for a game only available on Xbox 360 and PlayStation 3 at release.
A recently released PC port and DS spin-off of Assassin’s Creed are helping keep the franchise alive – and a sequel is a no brainer. Ubisoft Montreal specifically used the
new adventure title to help form the template of and art and production pipeline that would be rolled out across the rest of the studio, which employs almost 2,000 staff in an abandoned factory in Montreal.
Elsewhere, licensed titles continue to provide a nice sideline for Ubisoft’s massive studio. The Teenage Mutant Ninja Turtles spin-off did a respectable £4.68m at UK retail – next year’s entry will be boosted by the Lost TV tie-in.
Of course, the real story behind the studio’s growth is down to its key involvement in the Quebec region’s games tax credits – a scheme originally designed so Ubisoft specifically could prosper and which has since aided the rapid growth of a diverse games industry in both Montreal and nearby Quebec City. In fact, renewed dealings with the government have meant Ubisoft plans to be much closer to 3,000 staff by 2010, with a chunk of staff using that tools pipeline to build the Ubisoft Digital Arts Studio, dedicated solely to CG film production.
Word on the originally mooted Assassin’s Creed animated short from that team is now scarce. Instead it’s possible Ubisoft is now targeting full-length feature production with CEO Yves Guillemot recently saying the company has aspirations to make a Tom Clancy-branded movie now it has purchased perpetuity rights to the author’s name for future use.
And the Clancy brand certainly has been kind to Ubisoft Montreal – Rainbow Six: Vegas was the studio’s other big seller in 2007. Sales of the recently-released sequel to Vegas, plus the long awaited (and delayed) fifth instalment of Splinter Cell, should help boost the coffers to keep the Montreal team here in the top ten for the 2009 Develop 100.
4. Konami - £41.67m
Best-selling game in 2007: Pro Evolution Soccer 2008 (£26.65m)
Although it does hold fast in its position at number three, revenues generated by Konami’s development teams are almost the same as 2006 (we had them down for £43.2m last year).
It’s a fairly unassuming place for one of Japanese games development’s longest-running companies. Perhaps unfortunately (for Develop 100 profile writers at least) its release schedule is predictable almost to the point of tedium – with bread and butter franchise Pro Evolution Soccer once again accounting for the bulk of the firm’s revenues.
2007 saw a slight slip for the franchise, though – for the first time in a while, FIFA 08 trounced it critically and technically as well as financially. And the 2008 iteration (this was the first year it followed the EA-style year-based titling) made slightly less in terms of revenues when compared to the franchise’s performance in the same time period a year previously.
Blame it on the transition to next-gen – Konami bosses certainly did have an issue with the switch to newer formats, canning a number of PS3 and Wii games in early 2007 – some reviews of Pro Evo 2008 pinpointed key performance issues, and too much reliance on former glories as a PS2 title as stumbling points for the new next-gen console version.
Consider that just a one-off momentary lapse, however. Konami is a vast business in its Japanese homeland, consisting not just of its interests as a well-known maker of video games but also a gyms and fitness technology subsidiary (which is ripe to take advantage of the Wii Balance Board, we reckon) and manufacturing interests creating diverse consumer trinkets like Star Trek figurines. At the end of 2007 the firm said it had seen double digit growth, with its digital games division being a key driver. CEO Kagemasa Kozuki recently told investors that, following an April 2007 corporate merging of key Japanese offices previously scattered across Tokyo, the firm was now fully poised to efficiently capitalise on the changed Japanese market and global tastes.
Hideo Kojima’s Metal Gear Solid 4, produced by his studio Kojima Productions, will potentially be the first game to validate the CEO’s words. Built exclusively for PS3, and in gestation for a number of years, it’s targeting a global release (unusual for Konami, which normally releases the Metal Gear titles in Europe around three months after their Japanese debut) – and should sell sufficiently well to ensure Konami claims a high place in the Develop 100 top ten next year.
5. Infinity Ward - £39.60m
Best-selling game in 2007: Call of Duty 4: Modern Warfare (£38.54m)
With one of the biggest jumps in this year’s chart, Infinity Ward scales 38 places from last year’s 43rd to a comfy place in the top ten. It’s all thanks to one game – Call of Duty 4. And it makes sense that the studio finally gets a high-placing off the back of the excellent franchise it created.
The team was founded in 2002 by 22 team members of 2015, the studio which produced Medal of Honor: Allied Assault. At the time the ambitious renegades proclaimed that they would better their work in the field of WW2 shooters with a rival effort – and clearly they have succeeded. (Although the latest iteration is in fact the first to boast a ‘Modern Warfare’ setting, taking players through locations more typical of those found in a ‘War on Terror’ news report rather than those described in a history book.)
In 2003, the studio was quickly acquired after its founding by Activision when it became clear that the first Call of Duty was a strong new IP. Since then, Infinity Ward has been responsible for many of the key iterations of the franchise, but not all. Activision stablemate Treyarch made Call of Duty 3 and console spin-off Big Red One, a production pattern which means that Infinity Ward won't be looking after the fifth Call of Duty; instead its attentions have gone straight to the sixth game, while Treyarch produces a WW2-flavoured fifth game in the franchise.
Freedom, minimal constraints and individuality (even when part of the Activision Studios empire) seems to be a key mantra for the studio. It insists on doing everything in-house, with no outsourcing, and lots of proprietary technology. And it was keen to jetisson the World War 2 setting used by its previous games in order to free up the team to create an experience with an original – and many players say ultimately more gripping – storyline that didn't have to adhere to historical detail.
Despite the critical plaudits, however, the studio remains modest. It has an relatively small number of staff (by next-gen standards), with its core team having yet to trouble the 150-mark (although the credits for the game of course name the vast number of people across the Activision business that supported the production, including its QA division). Plus, if you ask the team about the huge success of Call of Duty 4 they say it was unexpected; so just imagine what the team might manage if it targets the huge success that is no doubt expected for its next game.
6. EA Black Box
Best-selling game in 2007: Need for Speed: ProStreet (£20.71m)
As we explain in the entry for EA Canada, a change to EA’s studio philosophy – now favouring the ‘city state’-style approach to structure and organisation – EA Black Box is extrapolated from the combined entry for Electronic Arts and gets its first entry in the Develop 100 this year.
Sixth place on your first go is certainly impressive, but hardly a surprise given that this is the studio which has stewardship over the Need For Speed franchise. It is games from that series which keep Black Box high in the listing with the 2006 and 2007 iterations Carbon and ProStreet raking in over £30m between them during 2007.
Despite ProStreet getting consistent reviews year-on-year and a reasonably similar SKU spread to its predecessor (Black Box produced the GameCube and PSP versions of Carbon as well), the game didn’t make as much revenue in the last two months of 2007 as Carbon did in the last few months of 2006. That’s probably not a sign of waning of the Need For Speed franchise, though, given that last year saw the racing genre pinched with a flood of other quality releases like new Forza and Project Gotham games. (Although, five instalments into the series’ modding revamp and it’s fair to say the zeitgeist once capitalised by the franchise since its Undergound episode isn’t as hot as it once was.)
Nevertheless, Need For Speed is a flagship product for Black Box and a Canadian champion – originally invented by Vancouver-based Distinctive Developments, which EA acquired in 1991, the game has been developed in the city ever since. Given that the latest version made significant in roads on next-gen – ProStreet sales on PS3 and 360 (at £11.87m – £5.41m for the Sony platform and £6.46m for the Microsoft one) are almost double those of the PS2 version (£6.80m) – a sequel is of course in the works, possibly exclusively targeting those formats.
The same success can be seen in new skating IP Skate. Although it didn’t do Need For Speed numbers, it trounced last year’s Tony Hawks next-gen iteration in terms of both revenues (£3.22m versus Neversoft’s £1.62m for Tony Hawks Project 8 – see page 71) and review scores. Plus, EA Black Box says that there’s more to come in the new IP stakes, with other concepts set to debut and sit comfortably alongside its now-respected repertoire of NFS, Skate and the slightly more niche NBA Street.
7. Maxis - £36.84m
Best-selling game in 2007: The Sims 2: Castaway (£8.13m)
Maxis, the studio co-founded by renowned designer Will Wright has been part of EA since its acquisition in 1997 – and a staple of the Develop 100 top ten since we started the book four years ago. When it’s the studio that created The Sims that’s hardly a surprise.
But with seventh being Maxis’ lowest ever slot in the list (it’s usually in the top five) could this be the last year the studio sits in the upper echelons? It’s hard to say – although The Sims is one of those few games that defies traditional sales patters to sells bountifully year-round across its core releases and their numerous expansions, EA Redwood Shores is the developer of The Sims 3 (due in 2009) and 2007’s Wii/DS game MySims. And The Sims: Pets was the last expansions to boast a Maxis logo on the box. Back catalogue sales should ensure that Maxis has an enviable slot somewhere in this ranking in future, however.
And of course there’s Spore to come in 2008 as well. The game, in the works for close to five years, is the only project apparently being toiled on by the Maxis team now (which was folded into the EA Redwood Shores building in 2004) – but might be a bit of a wild-card in the sales stakes. At least at first; although set to sell strongly to the PC set which have avidly followed the game since its GDC 2005 reveal, it’s not yet known how quickly, if at all, the game Wright himself dubbed ‘SimEverything’ will catch a mass audience the way The Sims did. A push across multiple formats, however, will ensure potency of the brand and concept, but perhaps not for Maxis: the DS version is handled by a team at independent ‘superdeveloper’ Foundation 9. (Maxis, or a team very close to it, is however looking after the mobile/iPhone spin off, and a Wii version has been mooted also.)
That’s not the biggest part of the Maxis story, however – instead it’s the corporate travails of Electronic Arts which have spelt out a more interesting profile of the team which created The Sims. Since returning to the company as CEO, John Riccitiello has restructured it around four core labels – EA Sports, EA Games, EA Casual and The Sims. Devoting a whole publishing wing to the franchise may initially seem like fanciful reward for a team that has always done the business, but in fact the opposite is the case; EA’s corporate rulers want the rest of its business to operate with the same independent spirit that produced The Sims and kept it buoyant. High praise indeed.
8. Bungie - £31.45m
Best-selling game in 2007: Halo 3 (£30.88m)
What a year 2007 ended up being for Bungie. In fact, you can boil the importance of 2007 to Bungie to a key period from September to October.
Firstly, the third and final part of its Halo trilogy arrived at retail in September and was the best selling game on 360 (and according to Microsoft the bestselling game of 2007, although Activision disputes that and says its Call of Duty 4 shifted more units globally).
With continued support for the game via regular downloadable content, Halo 3 has proven to be one of the most ambitious next-gen games so far in terms of community and multiplayer; the game’s customisable Forge element is driven by user-tweaked maps while the game continues to hold the top spot on the Xbox Live most-played list.
Ambition is something that Bungie is no stranger to, of course, given its pioneering Bungie.net site set the template for online game stat tracking and information collation back when Halo 2 was released. But it’s an attitude that permeates every part of the studio’s management, as October saw an almost unprecedented turn of events for the in-house team as it left the comfy confines of Microsoft Game Studios and became and independent developer once again.
Although keen to see itself as separate from the other teams working on Xbox titles for Microsoft, the studio nevertheless retains a creative deal binding it to more games for the format. More Halo-related titles and new IPs are already confirmed to be in the works.
Still, the deal was a one-of-a-kind move which others may envy, but a headline-grabbing move only Bungie could pull off – and something that was probably needed. Having already split away into its own offices away from the Microsoft ones, Bungie always set its own rules in the first place.
And that’s true of how it runs itself, as well. That every desk has wheels attached so team members can move around freely as a project changes size and shape is no development urban myth. Plus, leads at the firm say that the company is run truly democratically, with sharing a priority – be that of ideas, credit for work, or profits.
Halo fans may be hungry for more Master Chief, but now that the studio has cast off the Microsoft shackles watchers will be more closely looking out for the promised new IP, the first original game to come from the Seattle-based team in over five years. Whatever it is, expect it to make a big splash and sell well.
9. Sega Studios Japan - £27.70m
Best-selling game in 2007: Mario & Sonic at the Olympic Games (£17.07m)
A number of Sega’s Japanese outfits – all except Sonic Team – are incorporated into one entry here, at the request of Sega itself, in order to properly represent the more unified nature of the firm’s development teams in its homeland.
Of course, incorporation or not, the company was guaranteed a high place in the Develop 100 thanks to the success of its Sports & Design R&D team’s Mario & Sonic at the Olympic Games, which makes up over two thirds of the total revenues made by the teams which sit under the Sega Studios Japan banner.
A project originally conceived by those at Sega Europe brokering the deal over rights to the Olympics licence, the game made mascot history, pitting 16-bit rivals Mario and Sonic against each other in one game.
Mario & Sonic was ultimately a key release for the Wii in Europe, where Sonic especially has real brand durability – and the game will presumably help Sega Studios Japan claim another high-ranking place next year, given that the title will no doubt keep selling right up to the 2008 Beijing Olympics, and that a DS version is now available as well. (Sega is also preparing to publish another Olympics game as well, UK studio Eurocom’s more traditional sporting game for next-gen consoles.)
But it wasn’t just the Mario & Sonic team that made the money for Sega – its Hitmaker and AM2 teams continue to do respectable business with their tennis and fighting instalments in the Virtua franchise. Overall, generating close to £6m from two famed franchises on next-gen is a respectable achievement, especially given that that success has been repeated around the world.
Unfortunately, the same can’t be said some of Sega Studios Japan’s other native successes which haven’t translated that well to the West. GTA-style Japanese mafia game Yakuza, developed by Super Monkey Ball creator Toshihiro Nagoshi is a firm favourite in Japan, and is now on its third iteration, but sells considerably less elsewhere.
Either way, these teams are the bright stars of the Sega Studios Japan organisation. Instead, pity those with less successful games – they may be the victims of recently announced layoffs confirmed by parent Sega Sammy, which said was terminating 400 employment contracts as losses hit $242m.
10. Traveller’s Tales - £27.06m
Best-selling game in 2007: Transformers: The Game (£10.61m)
Another studio that has regularly sat in the Develop 100 top ten, Traveller’s Takes a slide down from five last year but just about clings on to a place at the top.
Although propelled by back catalogue sales of Lego Star Wars titles and the poorly reviewed, but nevertheless commercially successful, Transformers movie tie-in, the studio is lucky – Ubisoft France (number 11) comes in with revenues of just a few million pounds less.
Transformers, the official game of the Michael Bay blockbuster, was put together in close collaboration with the movie’s special effects team, with art assets shared between the two. But given the game had a critical drubbing (despite whatever technical finesse) Lego remains the jewel – or, rather, the red brick – in the TT crown. Which must be good news for those publishers the upcoming Indiana Jones and Batman brick-based spin-offs are being made for. Both are due later in 2008 and will no doubt sell well enough to keep Traveller’s Tales high in this listing for another year.
However in 2007 Traveller’s Tales dalliances with Hollywood licences went a step further, with the TT Games group (formed from a merger between Lego rights-holder Giant Interactive and Traveller’s Tales in 2005) acquired by Warner Bros Interactive.
Now a comfortable part of that movie studio’s increasingly ambitious games operation, TT execs assure us that they retain some independence (indeed, it’s currently finishing up another Narnia title for Disney Interactive). The purchase, said to be valued well past the £100m mark, is a great move for Warner Bros., which now owns one of the most respected studios in the UK and one of the few globally to have a consistent track record in making games based on licensed titles.
Traveller’s Tales itself was happy to splash the cash in 2007, continuing to invest in its future. In January 2007 it bought independent developer Embryonic. Focused on Nintendo’s formats, the team has been fully integrated into the Traveller’s Tales studio and renamed to Fusion.
Five months later, TT acquired motion capture outfit Centroid, which studio head Jon Burton says not only supports new projects but could help the studio move towards making animated films when coupled with its new Hollywood connections. And most recently, the company moved into a new custom-built studio. Now that’s empire building in the classic sense, with Traveller’s Tales putting things together brick by brick.
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
- 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: #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















