In a case study looking at Grindstone, Kaitlin Tremblay explains what it means to tell stories in games that look like they may not have a lot of space for narrative
Jim Huntley, Susanna Pollack, Gordon Bellamy, and Laila Shabir on making diversity, equity and inclusion a business goal and the importance of diverse role models
The Chinese Room's Ed Daly reflects on the company's internship programme and how other studios can lower the barriers for underrepresented groups to enter the industry
GameDiscoverCo's Simon Carless looks at games being automatically pulled over IARC ratings and what developers should look out for when obtaining a rating