Develop:Brighton 2022 Develop:Brighton is returning this year! Better yet, it’s returning to its traditional slot in
July, meaning that we’ll be able to hit the beach between the various talks and roundtable discussions – Assuming the wind behaves, anyway.
O
rganised by Tandem Events, Develop:Brighton 2022 will take place at the Hilton Brighton Metropole from the 12th - 14th July. MCV/
DEVELOP readers can get a 10 per cent discount on their tickets with the code NWQPAH. Those who want an even bigger discount should hurry, as the Super Early Bird rate, which provides an additional 30 per cent off, ends on the 6th of April. It hasn’t been too long since the last
Develop:Brighton, which took place from the 26th to the 28th of October 2021, but given how much fun we all had last time around, we certainly don’t mind coming back to enjoy the glorious Brighton sunshine. Last year’s event was a
fantastic time too, with MCV/DEVELOP happy to be in attendance, enjoying a variety of talks – from Inkle’s Jon Ingold relating the unique development process of Overboard! to a keynote
28 | MCV/DEVELOP April 2022
fireside discussion from Mike Bithell, to a crash course in TikTok games marketing from YRS TRULY’s MJ Widomska.
THE KEYNOTE This year’s event is set up to be a fantastic success, with Tandem Events announcing that Dinga Bakaba, studio director and co-creative director of Arkane Lyon, will be the headline keynote speaker for this year’s Develop:Brighton. The fireside chat, titled ‘Deathloop: Looking Inside
a Design Loop’, will feature Bakaba alongside key members of the Arkane Lyon team discussing the development process of their award-winning title Deathloop. Bakaba will be joined by campaign director Dana Nightingale, assistant art director Jean-Luc Monnet, and gameplay programmer Francesco Venco. Discussion topics will include how the team
preserved the Dishonored heritage while creating a first-person action game in a brand new world, a look at the challenges of developing an immersive sim with the added complexity of multiplayer components and how the studio focused on the personal skills they had to develop during Deathloop’s development.
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60 |
Page 61 |
Page 62 |
Page 63 |
Page 64