Interview and Features
RSS Feed
Team Sports
NaturalMotion discusses its move into full games development
by Michael French
September 11, 2007
We speak to NaturalMotion CEO Torsten Reil about the company’s decision to move into full game production and how procedural content is helping its small development team build a new IP…
It’s not often at Develop that we can fit a photo of an entire game production team on our cover. Team sizes having jumped so significantly in recent years, it’s even more surprising that we’ve managed it this month with the staff dressed in bulky American football outfits, to boot.
Then again, this is no ordinary development studio, but actually a new team of coders and artists put together by tools firm NaturalMotion to drive the company’s move into full games development.
Much like the atypical nature of the team, their first title – a new IP-based American football game called Backbreaker – is not what you might instantly expect from a technology company spun out of Oxford University. Nor is the story behind its production – just a small team of six working on the game – what you’d expect from that same company that is supporting the release of upcoming next-gen epics like GTA IV and Star Wars: Force Unleashed.
It’s a move that raises eyebrows and questions – how did the game come about? Can a tools company take on developers at their own game? And how does a technology firm make the transition to full games development without impacting its status as a popular vendor of animation solutions?
KICKOFF
Backbreaker’s roots stretch as far back to when NaturalMotion and its animation technology debuted in 2001.
Known for creating tools that let developers create dynamic character movements (either canned animations made without mocap data using endorphin, at run-time with euphoria, or with new engine and authoring tool morpheme), CEO Torsten Reil says that the game came about as a way to test the software and see how far it could be used to support the production of a sports game.
“Initially it started as an experiment – can we make a top class football game that looks great with our technology, but also can we keep the team small using the most advanced technology possible?”
Early demos of its dynamic motion synthesis technology featured, by way of example, American football players performing tackles as a way to prove it worked in creating unique moments of unpredictable character behaviour.
“People said at the time ‘it would be so good to get that at runtime’ and to have different outcomes every time you played a sports game. We combined that with the tools we had been developing to find out what we’d need to do to make a triple-A game.”
Perhaps inadvertently, the NaturalMotion team stumbled upon the lynchpin concept for an entirely new sports game for 360 and PS3, one that places emphasis on the unpredictability of action on the field rather than licensing accuracy, and doesn’t use pre-baked (and arguably half-baked) animations.
The next step was to build the team itself, but the number of staff is no where near as your usual next-gen development team, nor big as the 46 men in a typical American football team and barely half the 11 on the field at any one time during a game.
Backbreaker’s development team consists of five staff working at the Oxford, UK office, plus an ex-American football coach based in San Francisco who is making sure the team of Brits – already NFL and Madden nuts – get their gridiron game details correct. The secret to the tiny team size is procedural content, with the main component being NaturalMotion’s euphoria, which debuted last year in demonstrations of LucasArts new Indiana Jones and Star Wars games and will be seen in Rockstar North’s upcoming Grand Theft Auto IV.
“In theory euphoria can give an infinite number of character animations and tackles for the football players,” says Reil. “There’s not a single key frame of tackling animation.
“We do use motion capture, but obviously the morpheme system is in there too, and that has helped with that angle,” Reil adds. He says that the game’s art team has focused on the locomotive animation of the on-screen players, with the rest procedurally generated by NaturalMotion’s already-established software and the processors of the target next-gen platforms instead of the traditional team of 20 animators and 20 coders such productions would usually demand.
Meanwhile the on-screen environment, a larger than life football arena packed with whooping fans, is built with the team’s own ‘stadium renderer’, boasting close to 90,000 characters rendered procedurally in realtime.
Says Reil: “The guys have done such a good job so we don’t have to create so many assets.”
All of which has a great knock-on effect for the game itself – the file size is currently just 100MB uncompressed, and is already at an advanced playable state. The game debuted to a good reception from the consumer press late in August with a video shown at backbreakergame.com – all of which was recorded from gameplay straight from the game and not pre-canned animation.
PROCEDURAL INVESTIGATION
While it’s clear to see Backbreaker as just a demonstration of what NaturalMotion’s technology can do, Reil says its also a statement of intent for what the industry as a whole is capable of as procedural content specifically finds its place in games development.
“Procedural content really is the future of the industry,” says Reil. “There is so much you can do procedural now it’s amazing.”
In fact, he argues that it’s the secret to future success for UK games development companies and next-gen formats overall: “The question that interests us, and that we’re trying to answer, is ‘can you have such a small team and create a new IP?’ I think there’s such a great opportunity on next-gen consoles for smaller teams to create great content using good tools. UK developers are really good at that kind of strategic thinking – and I think we’ll see more and more of that.”
Developers will then be able to hand benefits on to consumers in a gameplay sense, he adds: “People have what are effectively these really powerful computers in their living rooms but they don’t really yet know how powerful they are. The raw power in PS3 and 360 is great. So we wanted to do something that took advantage of that and also offered the kind of things people haven’t seen before in this kind of game. Whether people take us seriously or not, I don’t care – I just want to make something that perfectly suits next-gen.”
He also thinks procedural content is a great way to buck the conventional wisdom related to next-gen development: “What I don’t want to do is create a huge team for a new game – that’s not interesting. From what we’ve seen when you get to 20 and 30 people on a game team you’re probably at your limit. Once you get to 50 you need plenty of good project management. But on a smaller team there’s much more ownership and that is good for motivation
“Of course, for something like GTA there’s no way you could make those kind of games with a smaller team - they need that scale. But there is a place for smaller, more focused teams working on other kinds of games. So if we can create a really focused team and a brand new experience, then it’s worth taking the risk.”
SPORTING CHANCE
In terms of the game experience, by focusing on the wince-worthy crunch of player-collisions on the field, Reil describes Backbreaker as akin to the way Burnout relishes the carnage of car crashes, with a more visceral edge akin to Gears of War’s over the shoulder camera work.
There’s a striking coincidence that his frames of reference are titles devised by two companies – Criterion and Epic Games – notorious for their dual lives as both middleware provider and games developer, which is of course also NaturalMotion’s latest aspiration. Unlike them, however, Reil’s company has already proven itself on a technology front via its tools, with the game coming second. How does the company plan to juggle that transition, especially when it’s targeting a category – American football games – that is both narrow and fiercely dominated by Electronic Arts and its Madden franchise?
“We’re not trying to compete with Madden or EA because they know what they’re doing – and our guys play Madden all the time, we’re big fans of the game. It would be foolish to think that we’d even take a single game from Madden,” he explains.
Backbreaker is intended to succeed via its stark difference to Madden, focused on the bigger picture of American football tactics, by providing its own game changer to the games industry playing field: “What we do hope is that there is an experience in American Football that we can capture, different to Madden, which people will enjoy playing.”
It’s potentially something, should Backbreaker prove a success, which can be proven in other sports genres too. If the game and its interactive tackles can be a good alternative or companion to Madden, what about a treatment of the other kind of football, or another sport? “In theory, yes, it’s something we could do. Although right now we’re focused purely on Backbreaker – in many respects it’s still just an experiment because we’re doing things so differently and things are so small.”
Either way, the key will be to “do something about the same subject but approach it differently,” adds Reil. After all, he says, car game fans buy both Burnout and Gran Turismo, as do FPS players.
And on the subject of buying Backbreaker, a smaller file size obviously lends itself to Xbox Live Arcade and PlayStation Network direct-to-consumer distribution – although Reil says it’s too early to call on what may happen between now and the 2008 arrival of the game. “Yes, procedural content lends itself to digital distribution but it’s probably too early to say at the moment where it ends up,” he says, but adds that whatever option the company chooses, he expects that “we will publish the game ourselves.
“We have a very well funded technology business so I think we have lots of different opportunities on what we can do – I will keep an open mind.”
It’s a shrewd move, perhaps, because for all the talk of smaller teams, it’s clear NaturalMotion has paid attention to the bigger studios as well, especially those – such as Traveller’s Tales, Harmonix and Bioware/Pandemic – that are now seeing traditional publishers as just a means to an end for distribution and some marketing.
TACKLING TECHNOLOGY
But publishing and development, however, is still a far cry from what NaturalMotion is known and has a proven reputation for (and won a Develop Award for in 2006, even) – so how is that going to effect the company?
It isn’t, says Reil. On the software front, current and potential customers shouldn’t worry, he says, downplaying the new expansion a little when the subject first comes up: “We are a games technology company that is growing and growing, so we’re now just a content creator as well.” When the subject of the comparable Criterion comes up again, whose acquisition by EA eventually put paid to its widely-used Renderware tool, Reil says that Backbreaker isn’t part of an ‘expand and sell’ plan to cash-in with, either.
“We made a decision about two or three years ago to remain independent,” he says. “The thing we want to do is build a strong company. We’re not in the business of building the company only to be acquired.”
And Reil’s happy to address the allegations floated about other studios with middleware or tool interests head on, stressing that the company has been particularly keen and careful to make sure that Backbreaker’s development team is treated like a separate company within NaturalMotion.
“What we’ve been quite careful in doing – because obviously the main business of the company is technology – is to ring the game team off from the guys working on euphoria and morpheme,” he says.
So when there’s a support issue or technical request the five-strong Backbreaker team are “treated liked like just another customer” and their query is placed in the queue along with those from NaturalMotion’s games and movie partners.
Of course, having a game team in the room next door has meant “really good, quick feedback” on the technology speedily benefits the company’s customers, but the emotional distance during work hours means Backbreaker hasn’t put any kind of drain on the technology team. “We’re hypersensitive to that. Technology is still our core business.”
TOUCHDOWN
Ultimately, however, it seems that technology – while a great enabler for what Backbreaker is designed to do – isn’t the only driving force that NaturalMotion wants to share with the rest of the industry, it’s proving that new, big triple-A-aspiring ideas that break against conventional thinking can make it to market, from teams that may be viewed as unfeasibly small. It’s a message he seems to genuinely want the rest of the industry to take heed of.
“There are plenty of ideas around and passion to do this,” says Reil. “A lot of people say with a new IP and securing investment you have to make your game with an online component or it has to be an MMO – I don’t think that’s true. Investors, particularly in the UK and the US, are pretty clued up on what they want.
“So the more UK start-ups the better. There is so much talent in the country and great opportunities. It’s great that there are big publishers in games development in the UK, but it’s incredibly important to have an ecosystem of good companies that hopefully grow and become much stronger.”
www.naturalmotion.com
Recent Features
- Gearing Up
October 6 - Q&A wih Epic’s design director Cliff Bleszinski
- IP Profile: Worms
September 29 - Unearthing the history of a Britsoft classic
- Braid - the final word?
September 25 - The Byronic Man casts his eye over the XBLA hit
- Talent Spotting
September 24 - Profile of young indie outfit OneZero
- Capture the Infinite Recursion
September 23 - How can we avoid repetition when designing MMOs?
- German Persistence
September 22 - Our friends in Deutschland have found a mass-market gaming goldmine
- Seoul Calibur
September 19 - ASIA: Profiling the ‘the modern gaming capital of Asia’
- Factfile: Korea
September 19 - ASIA: Details on the world's online gaming superpower
- Rising Fun
September 18 - ASIA: Square Enix discusses the challenges facing Japan
- Factfile: Japan
September 18 - ASIA: Profiling the longest-running games sector in the East
- Q&A: Game Convention Asia
September 17 - ASIA: We spotlight the region's big games event
- A new games force?
September 17 - ASIA: LucasArts discusses the rise of Singapore as a games market
- Factfile: Singapore
September 17 - ASIA: Market data for Asia's only gaming city state
- Land of Opportunity
September 16 - ASIA: We examine games development hotspot India
- Factfile: India
September 16 - ASIA: Data on a key emergent games market
- The Shanghai Power
September 15 - ASIA: Territory profile of China's 'game city'
- Factfile: China
September 15 - ASIA: Market data on the East's gaming superpower
- CEDEC Awards report
September 11 - Inside Japan's first ever game development awards show
- To the victor, the spoiling
September 9 - How publisher acquisitions can kill independent development
- The rights and realities of reverse engineering
September 2 - Our legal advice column looks at what you can do with others' code
- Social Mood de la mode
August 29 - Hey game designers, wake up to the outside world
- How online changes everything
August 28 - Comparing and contrasting what's needed to compete with MMOs
- Why isn't everyone copying Will Wright?
August 27 - We wonder why everyone hasn't rushed to embrace user-made content
- Making a Splash
August 26 - How a mod team became a Develop Award-winning independent studio
- Free For All
August 21 - Profiling the key free (or cheap) dev tools available to educators
- IP Profile: Burnout
August 20 - Latest profile of a Britsoft wonder chronicles Criterion's classic
- Double the Fun
August 19 - We talk to Develop Award 2008 ‘Best New Studio’ winner Doublesix
- The Dyack Knight
August 18 - Q&A with Silicon Knights head Denis Dyack
- Grand Theft Auteur - Part 2
August 15 - The second half of our exclusive Q&A with Rockstar Games president Sam Houser
- Sam Houser: His-Story
August 15 - Rockstar's president offers up highlights from his working life so far
- Grand Theft Auteur - Part 1
August 14 - The first half of our exclusive Q&A with Rockstar Games president Sam Houser
- The latest Intel
August 13 - We talk Larrabee with Intel’s Aaron Coday
- Q&A: David Gosen, Xbox
August 7 - We chat with the Microsoft VP at developer event Gamefest
- An Enlightened View
August 6 - Geomerics on why developers must look to film for creativity cues
- Developers and debt recovery
August 5 - Our legal advice column looks at chasing late payments
- IP Profile: Elite
August 1 - Latest profile of a Britsoft classic chronicles first open world game
- Develop Pub Quiz: The Answers
July 30 - The much-demanded full list of questions and answers
- Developers doing us proud
July 28 - How the Develop conference continues to defy expectations
- Full Steam Ahead
July 24 - Valve tells us why the PC is stronger than ever
- Playing a Premium
July 23 - GAMEFEST 08: Making paid-for downloadable content pay
- Juvenile Journalists
July 22 - Why game reviewers aren't in a position to demand anything
- Qantm's Mechanics
July 21 - Our educational spotlight looks at a new face in games teaching
- Why Brighton Rocks...
July 18 - …for game developers. Part two of our roundtable
- Why Does Brighton Rock…
July 17 - …for game developers? Part one of our roundtable finds out
- Rebel Forces
July 14 - Q&A with Rebellion's Jason and Chris Kingsley
- The Little Things
July 10 - Why the devil is in the details when it comes to game design
- Q&A: Eidos’ Ian Livingstone – Part 2
July 9 - Publisher’s creative director on online opportunities and the crossover with film
- Q&A: Eidos’ Ian Livingstone – Part 1
July 8 - The publisher’s creative director on restructuring and Government lobbying
- Inside the Game Localisation Round Table
July 4 - SCEE, Square Enix and EA talk game localisation
- Towering Babel
July 2 - Why one of the most popular games services companies sold out
- Child's Play
June 30 - Why the tide is turning towards making games for kids
- Knights of the Sandbox City
June 26 - Does GTA need more recognition from the Establishment?
- Growing Up
June 24 - Advice on studio expansion as heard at Paris GDC
- War Machine
June 23 - We talk to Treyarch about development of Call of Duty 5: World at War
- IP profile: Driver
June 19 - As speculation of a sequel mounts, we look back at the hit franchise
- When Media Molecule interviewed Ralph Baer
June 18 - Past and future of gaming collide for a special Q&A
- Team Work
June 17 - Part two of our SCE Worldwide Studios president Shuhei Yoshida Q&A
- Meet the new Boss
June 16 - We talk to new Sony Studios president Shuhei Yoshida
- Up, Yours
June 16 - Behind the scenes of the Games Up campaign
- Event Preview: Paris GDC
June 13 - Key sessions to attend at France's upcoming developers conference
- Pardon my French, Part 2
June 11 - Q&A with Christine Burgess-Quémard
- Pardon my French, Part 1
June 10 - Q&A with Christine Burgess-Quémard
- Advice From The Recruitment Frontine
June 6 - EA's guide for studios and those looking to move job
- The legal side of music in games
June 5 - Our legal advice column looks at copyright law
- OPINION: This is not hardcore
June 4 - How the industry's casual future lies in its past
- OPINION: Tail-chasing is not design
June 3 - Why you should innovate, not iterate
- OPINION: Why 'Games Up?' makes sense
May 30 - Examining the UK games sector's lobbying campaign
- Censorship from a 2020 perspective
May 29 - Will our views on games content change in the years to come?
- Games Up? The Stats
May 27 - Facts and figures proving the UK industry's commercial clout
- New Horizons
May 21 - Roundtable Q&A with developers from North East England
- Truth of Dare
May 20 - How Abertay University's Dare to be Digital has united the industry
- IP profile: RuneScape
May 19 - Examining the success of Jagex's popular youth-oriented MMO
- Growing pains for Global Studios
May 16 - Looking at the march of games development into emerging markets
- The real Paradox
May 15 - What provokes a small indie developer to release its engine for free?
- NEW YORK MINUTIAE: Getting in the Game
May 13 - NY Territory Report Part 1: Gaming bytes the Big Apple
- NEW YORK MINUTIAE: Novice player
May 13 - NY Territory Report Part 2: Survey results and city overview
- NEW YORK MINUTIAE: The Next Level
May 13 - NY Territory Report Part 3: What’s holding the city back?
- NEW YORK MINUTIAE: Heroes Wanted
May 13 - NY Territory Report Part 4: How NY authorities can grow the industry
- Guiding Light
May 13 - How new IP Zubo has changed the way EA UK makes games
- Q&A: Marc D'Souza, Creative Director for NCsoft Europe
May 12 - How the MMO firm is building a new team - and approach to design
- A truly Epic deal
May 8 - OPINION: We speculate who'd really want to buy Epic
- 'Action Adventure: Part 2
May 7 - Taking advantage of the online release model with InstantAction
- 'Action Adventure: Part 1
May 6 - GarageGames tells us how InstantAction can open doors for devs
- Iwata Speaks
May 1 - Q&A with the Nintendo president on key game development issues
- Us and them
May 1 - Why Capcom's Okami credits snub proves old habits die hard
- Hidden Value
April 30 - The economic squeeze won't affect consumers, says our design expert
- IP profile: Black & White
April 25 - Continuing our series of articles, we look at Lionhead's first series
- How to win a Develop Award
April 24 - Complete guide to lobbying for the year's biggest night for developers
- Steam works
April 23 - Q&A with Valve's director of business development Jason Holtman
- Q&A: Insomniac's Mike Acton – Part 2
April 22 - Resistance developer on the shortcomings of games degrees
- Q&A: Insomniac's Mike Acton - Part 1
April 21 - Ratchet creator's Tools of Instruction
- Keeping up with Jones – Part 2
April 18 - Second instalment in our chat with Realtime Worlds CEO Dave Jones
- Keeping up with Jones – Part 1
April 17 - Develop talks to GTA creator and Realtime Worlds CEO Dave Jones
- A new direction for games development?
April 16 - Emote Games' plans to revolutionise the business and art of gameplay
- Debunking the Consolidation Theory
April 15 - Mergers aren't necessarily the inevitable future of games
- What next for independent and in-house studios?
April 14 - Looking at the state of play for the world's games studios
- Develop 100: The topline trends
April 10 - Charts, stats and trends for you to feast on
- Develop 100: Profiles of the top 10
April 10 - From Nintendo to Traveller’s Tales
- Develop 100: #11 - #30 Profiles
April 10 - From Ubisoft France to Game Freak
- Develop 100: #31 - #50 Profiles
April 10 - From Codemasters to Bizarre Creations
- Hearing the Call
April 9 - Infinity Ward’s Mark Rubin on the secrets behind Call of Duty 4's success
- The Alternative Byron Review
April 8 - A review of the newspapers' review of the Byron Review
- Hiring the elusive female developer
April 7 - YOUR GAMES CAREER: How studios can widen their talent base
- Rich pickings
April 3 - YOUR GAMES CAREER: Jobs market overview
- Trading places – part 2
April 1 - Tiga CEO Richard Wilson on strategies beyond tax breaks
- Trading places – part 1
March 31 - New Tiga CEO Richard Wilson gives his first interview
- First scrum, first served
March 28 - YOUR GAMES CAREER: How scrum can help newcomers
- Get your head in the game
March 27 - YOUR GAMES CAREER: Pointers for those looking to get into games
- IP profile: RollerCoaster Tycoon
March 26 - Continuing a new series of articles, we look at a modern British classic
- All that glitters…
March 25 - Beneath the surface of France’s tax break
- Q&A: Warren Spector, Part 2
March 20 - Can games provide meaningful discussion?
- Q&A: Warren Spector, Part 1
March 19 - Games still don't tell good stories, says Deus Ex creator
- Student Union
March 18 - Valve's Kim Swift on how a group of students made Portal, 2007's best game
- Tax breaks - panacea or pestilence?
March 17 - Looking at the merit and pitfalls of government subsidies
- WiiWare Week: What's next
March 14 - Madden creator Scott Orr on his plans for launch game Spogs Racing
- WiiWare Week: Versus Round
March 13 - How Nintendo is secretly waging war on XBLA and the PlayStation Store
- WiiWare Week: Why WiiWare?
March 12 - We ask why the channel has captured imaginations so quickly
- WiiWare Week: Ready to Ware?
March 11 - How Nintendo is changing game development - and the wider market
- WiiWare Week: Portrait of a launch title
March 10 - David Braben discusses LostWinds
- Q&A: Chris Satchell, Part 2
March 7 - The community can be trusted to police itself, says XNA chief
- Q&A: Chris Satchell, Part 1
March 6 - XNA boss details Xbox Live Community Games service
- IP profile: Grand Theft Auto
March 5 - As part of a new series of articles, we look at the biggest contemporary games franchise
- Mickey and Minigames, Part 1
March 3 - Disney Black Rock's Tony Beckwith on reenergising his team
- Mickey and Minigames, Part 2
March 3 - Development Diary from Disney's 'minigame week'
- Reinventing the Art
February 28 - Could the industry move towards an open source model for art assets?
- Pecking order
February 26 - Gamecock's Mike Wilson on his plans to change industry hierarchies
- GDC08 Round Up
February 24 - Our comprehensive guide to the big stories from 2008's show
- GDC08 Q&A: Peter Molyneux
February 20 - We talk about Fable 2's freshly unveiled co-operative mode
- GDC08 Q&A: Bungie's Chris Butcher
February 20 - Talking technology, team sizes and the future
- Going Down to California?
February 15 - Our GDC preview and summary
- Theeyy’rre Back! Big Media’s latest games foray
February 13 - ANALYSIS: Disney, Viacom and Warner target games
- Video games: the ultimate end to progress?
February 11 - OPINION: How video games can save the world
- Game Changers
February 5 - Meet the 25 people reshaping the game business
- Brewed in Britain: Part 2
January 29 - Tiga's outgoing CEO plus bosses from Codemasters, Blade and others on the UK industry
- Brewed in Britain: Part 1
January 28 - Lionhead, Rare, Realtime Worlds and others dicuss the UK games industry
- Reading between the 'lines
January 21 - New agency Sidelines on improving the quality of games writing
- The Perils of Publishers
January 14 - Our design expert offers advice on signing the perfect publishing deal
- Driving the brand
January 8 - What can we learn from Toyota's XBLA advergame?
- OPINION: Why tax breaks matter
January 4 - Blitz Games' CEO on the recent EU decision regarding tax breaks in France
- Multitalented
January 3 - Why has multiformat games development become so problematic?
- The 10 New Studios To Watch In 2008
January 2 - We choose the teams to keep an eye on over the next 12 months
- Code Warriors
December 17 - Codemasters' plans for growth with new tech, new IP and new talent
- Roundtable: Service Partners
December 14 - The state of play for outsourcing companies
- Credit where it’s due
December 12 - Boss of French association APOM recounts the country's history lobbying for tax breaks
- 360 degree entertainment
December 7 - OPINION: How the games industry could learn to better leverage its properties
- Q&A: Stephane D'Astous, Eidos Montreal
November 30 - Discussing Eidos' new studio and plans for the third Deus Ex title
- Lyon GDC - Editors' Choice
November 26 - Selected highlights from next week's inaugural French dev conference
- Pivotal decisions
November 23 - Jim Bambra and Alex McLean on Pivotal's plans for the future
- Development's next top models - Part 2
November 15 - Profiling the predominant distribution channels open to games today
- Development's next top models - Part 1
November 14 - Business models that is. An overview of the games industry's commercial channels
- EDITORIAL: Mixed Messages
November 13 - From BAFTA to tax breaks why do games struggle to show off properly?
- Game On - Part 2
November 12 - Microsoft’s Phil Spencer on Rare’s DS work, SK vs Epic, and growing the audience
- Game On - Part 1
November 9 - Microsoft Game Studios' general manager Phil Spencer on what the future holds
- Single Player
November 8 - Bungie studio manager Harold Ryan discusses the split from Microsoft
- Audio Chief - Part 2
November 6 - Continuing our chat with Bungie's Marty O'Donnell
- Audio Chief - Part 1
November 5 - Bungie's Marty O'Donnell talks up game audio's past and present
- Single Minded
November 2 - Do developers want a single platform to make games for?
- Life in the Fast Line
October 25 - Catching up with Disney's Black Rock Studio
- Playing for Keeps - Part 1: UK industry stats
October 12 - Hard facts about the UK sector, its IPs and how it fares in comparison to the rest of the world
- Playing for Keeps - Part 2: Industry Survey
October 12 - What 15 leading independent studios and publishers think of the UK's prospects
- Playing for Keeps - Part 3: Outlook for the UK
October 12 - The challenges facing UK developers
- Live stock - Part 2
October 9 - Continuing our Q&A with XBLA's chief David Edery
- Live stock - Part 1
October 8 - Q&A with XBLA's worldwide portfolio planner David Edery
- Lyon’s den
October 1 - Connection Events’ Pierre Carde discusses Lyon GDC and Game Connection
- Cliff's Notes
September 24 - Epic's Cliffy B on porting Gears of War to the PC
- Q&A: Havok boss David O'Meara
September 21 - Tools firm's CEO discusses the acquisition by Intel
- Quality Control
September 19 - EA UK's head of testing says QA needs to be taken more seriously
- Casual and Effect
September 18 - Black Rock on aiming for both casual and hardcore gamers
- Emergent's Behaviour
September 17 - CEO Geoff Selzer and president Scott Johnson discuss the tool firm's latest activity
- XNAbling everyone: Part 2
September 14 - The second part of our chat with XNA boss Chris Satchell
- XNAbling everyone: Part 1
September 13 - XNA boss Chris Satchell on the future of democratising development
- Gentlemen, Start Your Engines
September 12 - SPECIAL INVESTIGATION: Licensing and developing game engines
- Editorial: Engine troubles?
September 12 - What the Epic vs SK case really says about development
- 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
















