MCV/DEVELOP editor Richie Shoemaker takes us through his personal Develop:Brighton hope-to-do list
P Keynote
11am 12pm 2pm 3pm 4pm 5pm
reparing for Develop:Brighton reminds me of what it was like going through the toy section of the Argos catalogue at Christmas. You excitedly
tick off all the things you want to see - which is usually everything - but then reality quickly takes hold and compromises need to be made. That’s before you bump into an old friend in the corridor outside your first appointment, or the lure of the ice cream van becomes impossible to resist on the way to your second.
Tuesday 9th
The State of Games: Platforms, Funding and the Future (Room 1)
You’re Expensive for Just Dealing With Pronouns and Wokeness: The Real Cost of Workplace Inclusion (Room 3)
The Games Industry 2024 Survival Guide (Room 1)
Tips and Insights on Narrative Design from Leading Writers (Room 3)
The Longest Game – EVE Online’s Blueprint for Resilient Communities & Enduring Games (Room 1)
The Queen’s Gambit: How We Developed Our First Mobile Game, for Netflix (Room 2)
Men as Allies: Open Your Eyes & Become an Agent of Change (Room 5)
4 | MCV/DEVELOP June/July 2024 Below are all the talks I’d like to get to. I won’t
make them all, of that I’m sure, but if I’m able to tick off half of them and sneak opportunistically into a few others I’ll consider my three days in Brighton well spent. Your wishlist will be very different, no doubt, but no less packed. I wish you the best of luck in your endeavours. And if our paths cross, great to see you! What’s that? An ice cream? Sure! Why the hell not!
Wednesday 10th
Supporting Indies and Creativity in Game Development (Room 1)
The Weird Science of Creature Design (Room 2)
BAFTA Games: How We Can All Level the Playing Field (Room 4)
Assassin’s Creed Nexus VR: Delivering a Performant Living World in Mobile VR (Room 3)
Cracking Early Access – From Design to Development – Lessons From the Front Line (Room 4)
No More Boom and Bust: How to Empower Inclusive, Sustainable Businesses (Room 5)
Changing Company Culture from the Inside (Room 5)
Thursday 11th
Crafting Multiplayer Story-centric Experiences: What Makes INTERIOR/ NIGHT Tick (Room 1)
Sensitive Content: Telling a Challenging Personal Story in The Quiet Things (Room 6)
Designing Games for Influencers (and Why that Might Not be the Best Idea) (Room 6)
A Hype-Free Examination of Generative AI in Videogames (Room 6)
Indie Marketer’s Lament: Stop Winging It! (Room 6)
How To Create A Games Studio In 10 Easy Steps (With Some Hard Lessons Along The Way) (Room 6)
Develop: Endgame (Room 1)
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