Medium Series

Avoiding common localisation pitfallsMost people are aware that developing any commercially successful game or software project requires quality localisation. Yet, localisation is frequently slapped on carelessly moments before release and teams are often overwhelmed by the amount of effort that goes into localising a game to a high standard.Localising well is hard. I

FrameworkOver the years I’ve read many books on self-organisation and productivity. The best and most sustainable method I’ve found (most systems are hard to stick to beyond a week or two) is David Allen’s Getting Things Done: The Art of Stress-Free Productivity. The good news is that you don’t need to read the

Mental Health and the Games IndustryOver the past few years there’s been an increase in awareness around mental health issues and the effects of our working life on mental health. The games industry is by no means exempt from this, in fact I’d argue we’re one of the industries that has the most to

#bearforceoneHow it StartedWhen we founded Mighty Bear, I spent a lot of time speaking to other founders about their experiences and the most valuable lessons they learned. During one of these discussions, a founder spoke about how they wished they’d defined their company culture at the start of their journey. Their point being that