Develop (UK) Game Development Magazine/Journal

Edit on Github | Updated: 15th February 2025

Develop

Develop was a UK magazine dedicated to game developers in the industry similar to the US magazine Game Developer, it published 11 issues a year, one a month except December and January where there was one issue for both months. After 188 issues it was merged with its sister title MCV to become MCV/Develop but it kept the MCV issue numbering.

Contents

For most of its run the magazine was divided into the following 3 sections:

  • Alpha - News and views on game development
  • Beta - Development features, Interviews, essays and more
  • Build - The latest tools news, tech updates and tutorials

Other subsections included:

  • Develop Jobs - Your monthly guide to the best career opportunities in games development worldwide
  • Directory - The world’s premier listing of games development studios, tools, outsourcing specialists, services and courses

Circulation information

The information we have about the circulation (number of magazines sold) are listed below:

  • In 2001 it was 5,000
  • In 2004 it was 8,263

Publishers

During its run it went through a number of different publishers:

  • Intent Media
  • New Bay Media
  • MCV Media
  • Future Publishing

Beta Articles

In 2007 some of the interviews from the magazine were also posted on the website, for those we will provide a link in the table below of all the interviews we know about:

Issue Number Interview Name Description
075 John Romero Design Doc - Emotion in games
075 Gordon Hall Michael French talks to Rockstar Leeds boss Gordon Hall to find out more about the Develop Award-winning team’s first ten years of business, and plans for the future.
076 Torsten Reil Michael French speaks 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…
076 Chris Ambler QA teams across the industry need to focus on professionalism, says Electronic Arts UK’s testing boss Chris Ambler…
076 Serkan Hassan Black Rock Studio’s Serkan Hassan provides an invaluable glimpse into how the team behind critically-praised franchise MotoGP recently aimed to please both casual and hardcore players with its latest release…
077 David Edery With Xbox Live Arcade’s three-year anniversary nearing, Michael French spoke to the platform’s Worldwide Games Portfolio Planner, David Edery, to get an update on what the service can offer developers…
077 Tony Beckwith A year after acquisition, how is Black Rock Studio changing under the guidance of Disney and how does that play into House of Mouse’s plans for games? Michael French spoke to Tony Beckwith, studio chief, and Disney’s VP of European production Ed Bainbridge to find out…
077 Keita Takahashi In this extract from his book Inside Game Design, Iain Simons talks to Katamari Damacy creator Keita Takahashi about his work ethic, how he comes up with ideas, and his thoughts on the video games medium…
077 Paul Sheppard ITI Techmedia’s Paul Sheppard says that developers need to improve their game design process at pre-production stage and offers a up a more methodological approach…
078 Harold Ryan Ed Fear spoke to Bungie’s studio manager Harold Ryan to find out why the team has gone solo…
078 Jim Bambra, Alex McLean Managing director Jim Bambra and technical director Alex McLean talk to Michael French about what’s changed for Pivotal in its year’s as an internal team and as it works on a next-gen title…
079 Mick Morris, Richard Scott, Andy Emery Develop caught up with the heads of three service companies to talk about recent changes in the field and how developers should approach the outsourcing process…
079 Gavin Cheshire, Adrian Bolton Codemasters has been a mainstay of the UK development scene, but now it has big plans for the future focused around new technology, new IP, and new talent. Michael French paid the exec team a visit to find out more…
163 Sam Barlow Following the runaway success of his first indie release Her Story, Sam Barlow discusses why he left triple-A to develop on his unique vision for the game

Build Articles

The Build section of the magazine is the most relevant to the purpose of this site as it covers the technology of how games were made at the time.

Issue Article Topic Description
075 Rethinking game AI AI What are the implications of AI.implant’s new no-costing licensing model?
075 MMO Engine Round-Up Engine When it comes to MMOGs, at least there’s plenty of middleware to choose from
075 Arcade Fire Indie Stainless Games’ Ben Gunstone offers up some key advice on making games for Xbox Live Arcade
075 Heard About: Heavenly Sword Audio John Broomhall talks to Ninja Theory’s Tom Colvin and SCEE’s Garry Taylor about the audio production of a PlayStation 3 epic…
075 Epic Diaries Unreal Another fantastic E3 for Unreal Engine 3
075 Championship Management Production Managing a next-gen project can feel like trying to tame Godzilla, but there are software solutions and fashionable paradigms that claim to make your life easier, discovers Ed Fear.
076 Emergent emerges Engine The final pieces of Emergent’s online game technology puzzle are soon to be announced, but that’s not all…
076 Heard About: Harry Potter and the Order of the Phoenix Audio John Broomhall talks to Electronic Arts UK’s Adele Cutting about the audio production for Harry Potter and the Order of the Pheonix
076 Life in the engine room Engine More and more studios are looking towards licensing existing technology to help them produce their game. But, asks Ed Fear, how do you choose which engine, and is it really the panacea it may seem?
076 The door is OpenKODE Mobile Mobile developers now have a way to sidestep tricky platform fragmentation, says Ideaworks3D’s Tim Closs…
077 Lets get connected Networking Most games offer some sort of online features but, surprisingly, there’s less traditional networking middleware available than ever before, discovers Jon Jordan
077 Parallel Lines Hardware Multicore architectures are everywhere but it’s proving difficult to make them sing. Scottish middleware company Codeplay has an idea
077 Virtual Heroes are Serious about games Unreal Mark Rein profiles a new Unreal Engine 3 customer…
077 Heard About: Sega Rally - www.developmag.com Audio John Broomhall talks to audio director Tim Bartlett on the rebirth of Sega’s racer…
077 Poetry in motion Motion Capture It might have been around for a relatively long time, but that doesn’t necessarily mean that the motion capture industry is slowing down as it reaches maturity. Ed Fear takes a look at the latest movements in the field…
078 Locked and bloated DRM Nothing’s completely secure, but in a digital, connected world, it’s well worth ensuring your content is as protected as possible, says Jon Jordan
078 The Emergence of Emergent Engine Piece by piece, Emergent Game Technologies is building the next generation of middleware, Jon Jordan discovers…
078 EPIC’S UE3-BASED PC GAMES ALMOST GOLDEN Unreal Your monthly update on what’s new in the world of Unreal Engine…
078 Heard About: The Club Audio John Broomhall talks to Bizarre Creations’ lead audio designer Mathias Grunwaldt about the sound production on a new IP for Sega…
078 The Brain Drain AI Ed Fear looks at the field and sees what today’s consoles can do to train our games’ brains…
079 MULTITALENTED Programming Ed Fear looks at how the increasingly contradictory nature of development – with studios asked to make one game for a variety of different machines – has impacted the industry…
079 All part of the process Production As projects get bigger, more complex and distributed around the globe, making sure your production and asset management tools are as sharp as possible is becoming critically important, says Jon Jordan…
079 Out-the-box town planning Engine French middleware company Gamr7 is aiming for automatic city generation…
079 HDFILMS signs UE3 for animated series Unreal HDFilms has selected Unreal Engine 3 to develop Chadam, its new short- form 3D animated Web series to be distributed by Studio 2.0
079 Heard About: 2008 – BRING IT ON Audio John Broomhall toasts the past year of game audio and looks forward to 2008…
079 Killer Characters Art Develop offers an overview of the character animation tool market
163 AI’s next frontier AI With all the advances already made in video games AI, where is there left to go? Craig Chapple asks the experts where the technology goes next
163 Creating Believable AI AI Experts pitch in with their top tips, tricks and things to consider when creating AI
163 Keeping your game on track Production Developing a video game is no small endeavour, and tracking its progress is essential. We find out how version management tools can help
163 DAW of a new era Audio With 2015.1, Wwise is striving to bridge the gap between video games and digital audio workstations
163 The sound of No Man’s Sky Audio John Broomhall speaks to Earcom’s Paul Weir about the excitement surrounding Hello Games’ intriguing title
163 Preparing for Windows 10 Engine We look at how Marmalade has worked with Microsoft to introduce Windows 10 support to its popular tools
163 Unreal Engine 4 mods take off Unreal Million-selling indie game Ark: Survival Evolved opens up new commercial opportunities for modders. Epic Games tells us more
163 A recipe for greatness Unity We catch up with Bossa Studios to find out the origins of its wacky new IP, I Am Bread (Unity)

Recurring journalists include:

  • John Broomhall has a monthly section called Heard About specifically about Game Audio
  • Ed Fear writes multiple articles about a wide range of topics from motion capture to AI
  • Jon Jordan writes a wide range of articles from project management software to DRM

Directory Articles

Tools Spotlight

Every month in the directory section of the magazine one specific tool is given a brief review

Issue Tool Description
075 Autodesk Mentions 3D Studio Max 9, Maya 8, MotionBuilder 7, HumanIK
076 PROFX Described simply, ProFX is a middleware solution for generating and rendering procedural textures – but such a description belies the technology that powers it.
077 SILO 2.0 Organic sculpting applications are all the rage these days, but it’s fair to say that few can offer the value-for-money that Silo does at $150
078 TECHEXCEL DEVTRACK DevTrack is TechExcel’s project issue-tracking tool, comprehensively managing issues as far reaching as: new features, QA reports and IT activities. (Clients include Activision, Electronic Arts, Sammy Studios, Sony Online Entertainment, Vivendi Universal)
163 Haxe Game Engine

Studio Spotlight

Every month a game development studio is profiled with interviews and photos, giving an excellent insight into both AAA and indie studios!

Issue Studio Location Games
075 3D CREATION STUDIO UK Project Gotham Racing 4 (Bizarre Creations), The Club (Bizarre Creations)
076 SIDE UK Heavenly Sword, Dragon Quest VIII
077 LOCALSOFT Marbella, Spain WiiSports (Wii), Final Fantasy IV (GBA)
078 MILESTONE Milan, Italy Evolution GT (PS2, PC), SCAR - Squadra Corse Alfa Romeo (Xbox, PC, PS2)
078 SPECIALMOVE Glasgow, UK Recruiter
079 PEPPERMINT P Surrey UK PR agency for studios: Firebrand Games, Rovio Mobile, Rockpool Games
163 Roll7 UK OlliOlli 2, Not A Hero

Game Dev Family Tree

One of the sections I love about the magazine was the interesting “Family Tree” diagrams that focussed on one city every month, here is an example of Liverpool: Liverpool Game Dev Family Tree

it was either sponsored by Amiqus or just an entire Advert by them, but either way it provided very interesting information as the games industry is full of mergers, aquisitions and new studios being formed by former employees of other studios.


The Develop Industry Excellence Awards

Develop hosted an annual game development awards ceremony which was highly coveted in the industry, especially in europe but was also known worldwide. From 2003 until the present day the awards were judged by a panel of 50+ industry professionals across a laerge number of categories (18 in 2005) 1.

It is held in London every year and the first was at the Royal Garden Hotel in Kensington on August 27th 2003 2.

The Website

From 2001 Develop had a website at the url http://www.developmag.com which later changed to http://www.develop-online.net/ in July 2009.

It was initially (2001-2004) a very basic website with a very brief description of the main articles, circulation information and a media pack containing circulation information to attract advertisers.

In July 2005 they redesigned their website to include much more information including news which mostly linked to gamasutra articles before switching briefly to Next generation and theneventually posting news articles of their own. A PDF download of the latest issue was available but only after filling in a form to get it emailed to you.

Cover Art

The Develop magazine had some great cover art throughout the years, we will list a couple of our favourites below. We don’t have all the issues so apologies if your favourite is missing.

Issue 37 advertises “Vivarin” a game development supplement to help with Game Crunches (for PS2, Xbox or Gamecube developers): Issue 37

Issue 40 shows the dream ‘Superstar developer” who makes millions: Issue 40


References

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