Impsider Access
Media Molecule tells all!
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We chat to senior UI designer Martin Taylor about icons, GTA mods, and designing for Tren!
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We chat to creative director John Beech about toy trains, robot chicken fights, and his role designing Tren, our upcoming Mm Original!
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We chat to artist Matt Bergasse about sculpting rocks, impostor syndrome, and a nice bit of Canadian bacon.
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Curious about the creation of the latest Mm Original? We spill the beans right here!
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We chat to lead tools programmer Amy Phillips about puzzles, trying out multiple degrees, and unicorn mugs.
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We chat to senior brand experience designer Miguel Sanz about Pokémon cards, tip-top branding, and styling the Dreamiverse.
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We chat to web sorceress Taty Bernardo about web design, visiting Japan, and how she'd love to live in a plushie shop.
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We chat to UX Writer Luci Black about working on every Media Molecule game, kicking butt at F-Zero, and making the words real good.
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We chat to data scientist Zach Arundel about kaiju, sausages, and the fact that he may or may not be a spy.
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We chat to senior tester Charlotte Woolley about QA testing the Dreamiverse, retro tech, and the importance of having birds in games.
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We chat to assistant localisation producer Johanna Cohen about location-specific phrases, Back to the Future, and a mighty need for coffee.
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We chat to senior sound designer Oli Grant about llama noises, freelance life, and the sound of whisking eggs.
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We chat to Dreams Specialist Martin Nebelong about creation software, traditional art skills, and creative jamming in Dreams.
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We chat to level designer Maggie Mojsiejuk about neon-haired trolls, exploding faces, and Rayman 2.
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We chat to level designer Erin Louise Harrison about the philosophy behind good level design, how learning through YouTube helped her, and how her journey into games started with a humble 3DS.
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We chat to audio designer Lisa Devon about being a multi-talented musician, working with death metal singers, and whatever the heck a DAW is.
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We chat to narrative artist Emei Burell about her unusual job title, environmental storytelling, and zombie narratives.
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We chat to senior designer Catherine Woolley about the dynamic between Cuthbert and Connie, PS1 memory cards, and the trouble with tutorials.
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We chat to content curator Jacob Heayes about finding the latest and greatest adventures in Dreams to share with the coMmunity, and the importance of videogame curation.
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We chat to community manager Hollie Tang about making the most of memes, working on big events, and how to hype up a community.
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We chat to senior animator Dave Campbell about why thumbs are so important in the Dreamiverse, and why a quality walk cycle is the bread and butter of any good animator.
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Ever wondered how Media Molecule made a musical adventure in three different art styles, all while building the tools for Dreams? Wonder no more - here's the making of Art's Dream, as told by us.
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Our top tips to help you get the most out of this year's show.
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We chat to junior programmer Rosabelle Armstead about balancing studying for a degree with shipping a BAFTA-winning game.
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Curious about how a game studio puts together a fully animated, playable awards show, which is livestreamed to thousands of people across the world... all while working from home? Come find out!
The Dreams User Guide is a work-in-progress. Keep an eye out for updates as we add more learning resources and articles over time.