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30


under 30 2024


HISTORY


Why did you decide to do it? With the launch of MCV, we wanted to introduce features that grabbed the attention of the industry – but, also importantly, included those working in it. MCV wasn’t just for the development and publishing MDs and CEOs; it was for those starting out in the industry, those working in retail (which was massively important back then), the consumer games media (ditto) – everyone. The 30 Under 30 article was just one feature we launched to ensure that each week MCV was relevant for all areas of the industry.


Was there any push back from the games industry when you first announced the idea? Each year we were jokingly asked if we were going to do a ’40 Under 40’ article, but other than that, no. I think everyone recognised the importance of celebrating the younger talent in the industry, as you’d expect. I think recruiters found the feature particularly useful for sourcing new talent…


Do you think the 30 Under 30 is still as relevant now as it was back then? Absolutely. The games industry is still a young sector – the most recent Ukie Census revealed that 39 per cent of the industry’s workforce is aged 30 or younger – so it’s important to showcase the rising stars and leaders of tomorrow.


Why do you think it’s important we still celebrate young and upcoming people in the games industry? Given the current restructuring and redundancies playing out in the industry, I think it’s more important than ever that we celebrate young talent. It’s harder than ever to get a first role in the industry, particularly in development, which is worrying as younger individuals can bring different perspectives to the sector and also reflect a large chunk of our gamer consumers. So we need to continue championing those younger professionals who are making an impact in the market – and who can provide inspiration to those looking in and considering a career in games.


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30 under 30 2024


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