Entries in ‘September 2007’ (19)

Epic Choices
Wednesday, 5th September 2007 at 4:03 pm

Epic Choices

What better way to kick off our series on choosing a game engine than by going straight to the man representing the Big Daddy of the game engine world? Ed Fear tracks down Epic's Mark Rein to talk Unreal Engine 3 and the difficult decision that is licensing an engine.

Designing for Next-Gen Game Audio
Wednesday, 5th September 2007 at 4:29 pm

Designing for Next-Gen Game Audio

Everyone talks about game graphics, but the true challenge for next generation games is audio, says Rob Bridgett…

Sega’s Wild West
Friday, 7th September 2007 at 1:56 pm

Sega’s Wild West

Ever wondered what it’s like being an internal studio at Sega? Read on to find out…

To Be This Good Takes Ages
Monday, 10th September 2007 at 8:00 am

To Be This Good Takes Ages

The second half of our interview with senior execs from Sports Interactive, Secret Level and Creative Assembly…

Oxygen Studios
Monday, 10th September 2007 at 3:41 pm

Oxygen Studios

Develop takes a look at Oxygen Interactive's new in-house development studio, and discovers that being publisher-owned doesn't necessarily mean publisher-dictated...

Team Sports
Tuesday, 11th September 2007 at 3:20 pm

Team Sports

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…

Editorial: Engine troubles?
Wednesday, 12th September 2007 at 11:54 am

Editorial: Engine troubles?

With interest from all over, the recent Epic vs Silicon Knights court case has been one of the biggest games development stories of recent months.

Gentlemen, Start Your Engines
Wednesday, 12th September 2007 at 12:50 pm

Gentlemen, Start Your Engines

More and more studios are looking towards licensing existing technology to help them produce their game. But how do you choose which engine, and is it really the panacea it may seem?

In-house Party
Wednesday, 12th September 2007 at 3:19 pm

In-house Party

When looking to develop a game for a next-generation platform, it's tempting to be sucked into licensing an engine with sexy screenshots and promised features – but, as the CTOs of three leading UK independents told Develop, there's much to be said for keeping your tech in-house...

XNAbling everyone: Part 1
Thursday, 13th September 2007 at 10:31 am

XNAbling everyone: Part 1

In under a year Microsoft's XNA platform has gone from strength to strength, and with full Xbox Live support in version 2.0, it's clear that this is just the beginning. Develop caught up with XNA head Chris Satchell to discover what the future holds for Microsoft's inclusive development initiative...

XNAbling everyone: Part 2
Friday, 14th September 2007 at 9:20 am

XNAbling everyone: Part 2

Continuing our chat with XNA Team leader Chris Satchell, the first part of which we posted yesterday, Chris talks about the evolution of the XNA platform and the new community IP rights announced by Microsoft at Gamefest 2007...

Emergent's Behaviour
Monday, 17th September 2007 at 8:00 am

Emergent's Behaviour

Gamebryo vendor Emergent is riding a wave of expansion and announcements, recently unveiling a new online games platform and increased support for Wii in its game engine. We caught up with CEO Geoffery Selzer and new president Scott Johnson to find out more about the company's plans…

Shin'en
Monday, 17th September 2007 at 2:21 pm

Shin'en

We take a trip to Germany to speak with the team at Munich-based Shin'en…

Casual and Effect
Tuesday, 18th September 2007 at 10:42 am

Casual and Effect

Black Rock Studio’s Serkan Hassan provides an invaluable glimpse into how the team behind the critically-praised MotoGP franchise recently aimed to please both casual and hardcore players with its latest release…

Quality Control
Wednesday, 19th September 2007 at 11:49 am

Quality Control

It’s safe to say that making quality software has always been a paramount priority for the games industry.

19 articles