Sections

Is "creative ADD" the key to avoiding burnout?

Ready at Dawn's Ru Weerasuriya on why his studio has mostly avoided sequels, the rise of VR and eSports, and the demise of portables

By James Brightman

Tequila Works: "It's not about doing what you want, it's about loving what you do"

Tequila Works' Raul Rubio offers advice to indies, discusses narrative in VR, and the impact of world politics on games

By James Brightman

Amazon Lumberyard: One Year On

Mike Frazzini on the engine's first twelve months, how it attracts high-profile studios, and distancing the tech from CryEngine

By James Batchelor

New school marketing for old school games

Flinthook developer Tribute Games knows marketing is at least half the battle for success, and even retro games need to keep up with the latest promotional trends

By Brendan Sinclair

Riccitiello: “There's always blood and sweat. We'd like to make the tears go away”

The Unity CEO discusses the firm's next step to solving all of the world's (games development) problems

By James Batchelor

Can the VR locomotion problem be solved without more hardware?

Survios believes it's on to something; its new system in Sprint Vector may ultimately find itself being utilized across a variety of games

By James Brightman

Sweeney: “The future of the games industry? Make everyone a creator”

The Epic Games CEO discusses the importance of open platforms, the benefits of non-games projects and why he's preserving a forest

By James Batchelor

"It's not the Michael Bay of games"

Arkane's Ricardo Bare explains why immersive sims are here to stay, and why Prey took its name from a franchise it has essentially no connection to

By Brendan Sinclair

Switch in seven days: How Sumo Digital readied Snake Pass for Nintendo's launch

The studio's Ian Richardson tells us how its indie-style hit went from concept to a Switch best-seller in just over a year

By James Batchelor

"Play is universal, even more universal than humanity"

Pioneer Raph Koster reflects on metrics, VR and the human need to play

By Dan Pearson

"We'd love to be the Rovio or Supercell of VR"

Patrick O'Luanaigh, founder and CEO of nDreams, talks about VR budgets, pricing, and his ambitions for the space

By James Brightman

Digital distribution may limit audience for games - Coldwood

Unravel developer would love to see Yarny's adventures on a disc, says current digital storefronts are too obscure

By Brendan Sinclair

CCP CEO: "I would call the VR installed base huge"

CCP's Hilmar Pétursson explains how the EVE developer got into sports with Sparc and why the VR space isn't as tough as some might think

By James Brightman

"We are 'all in' on this experience. This is not a portfolio strategy"

Kristian Segerstrale maps out the future of Vainglory and mobile eSports

By Dan Pearson

Oculus not doing developers a service, says HTC Vive

Rikard Steiber and Joel Breton explain the HTC Vive approach to VR, which differs quite a bit from Oculus

By James Brightman

Getting emotional about monthly burn rate

Finji's Bekah and Adam Saltsman talk about fleeing the mobile space for the sustainability of a supposedly indiepocalyptic PC and console world

By Brendan Sinclair

The GamesIndustry.biz Podcast: GDC 2017 Part II, with Raph Koster and Justin Ma

Latest episode available to download now, covering the evolution of GDC and the many challenges facing indie devs

By James Batchelor

More violence makes it safer

Doom devs Marty Stratton and Hugo Martin share how they approached rebooting a classic, what went right and what went wrong

By Brendan Sinclair

Staying on Message

MAG Interactive's Daniel Hasselberg on messaging apps as platforms, 80% organic growth and Day 1,000 retention

By Dan Pearson

Facebook may one day have no need for Oculus

Oculus head of content Jason Rubin explains, "Facebook would be perfectly happy if games organically came to the platform"

By James Brightman

An Epic shift to games-as-a-service

Unreal maker's worldwide creative director Donald Mustard discusses how changing business models upend the way competition works

By Brendan Sinclair

Zelda: Breath of the Wild GDC talk now online

Want to see that footage of the 2D prototype that's been talked about? Watch the session right here

By James Brightman

The GamesIndustry.biz Podcast: GDC 2017 with Jason Della Rocca

We speak to the Execution Labs co-founder about pitching, finding your niche and more

By James Batchelor

Double Fine's Digital Archaeology

Having remastered Day of the Tentacle and Full Throttle, Tim Schafer explains why the industry needs to preserve its past better (and why it probably won't)

By Brendan Sinclair

YoYo Games: “Our competition with Unity is all in people's heads”

CTO Russell Kay believes GameMaker can still thrive in a market of free AAA game engines

By James Batchelor

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