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category_outlined / Tech & Gaming
EdgeEdge

Edge October 2019

The authority on videogame art, design and play, Edge is the must-have companion for game industry professionals, aspiring game-makers and super-committed hobbyists. Its mission is to celebrate the best in interactive entertainment today and identify the most important developments of tomorrow, providing the most trusted, in-depth editorial in the business via unparalleled access to the developers and technologies that make videogames the world’s most dynamic form of entertainment.

Country:
United Kingdom
Language:
English
Publisher:
Future Publishing Ltd
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13 Issues

IN THIS ISSUE

access_time2 min.
make someone happy, make someone smile

Videogames, with very few exceptions, are collaborative works – and are ultimately a reflection of the people that make them. Yet increasingly they’re also about a collision of industries, where different professions combine to push interactive entertainment in unexplored directions. This month we visit Rebellion, one of the longest-running game developers in the UK, to discuss its latest endeavour: a move into TV and film production, including the acquisition of a $100m movie studio. Games and films have been bedfellows for some time, but rarely has the connection felt so close. This issue we check in on John Wick Hex, which redefines our expectations of the licensed movie tie-in. Mike Bithell and crew weren’t just given a script and some concept art; they were brought into the shoot, the editing room…

access_time1 min.
edge

EDITORIAL Nathan Brown editor Jen Simpkins deputy editor Andrew Hind art editor Miriam McDonald operations editor CONTRIBUTORS Jon Bailes, Rob Crossland, Alex Hutchinson, Phil Iwaniuk, Cliff Newman, Emmanuel Pajon, Jeremy Peel, Steven Poole, Chris Schilling, Alex Spencer SPECIAL THANKS Alison Beasley, Evil Markus, Allen Murray, Kat Osman ADVERTISING Clare Dove commercial sales director Kevin Stoddart account manager (+44 (0) 1225 687455 kevin.stoddart@futurenet.com) CONTACT US +44 (0)1225 442244 edge@futurenet.com SUBSCRIPTIONS Web www.myfavouritemagazines.com Email contact@myfavouritemagazines.co.uk Telephone 0344 848 2852 International +44 (0) 344 848 2852 CIRCULATION Tim Mathers head of newstrade +44 (0) 1202 586200 PRODUCTION Mark Constance head of production US & UK Clare Scott production project manager Hollie Dowse advertising production manager Jason Hudson digital editions controller Nola Cokely production manager MANAGEMENT Aaron Asadi chief operating officer Paul Newman group content director Tony Mott editorial director, games Warren Brown senior art editor Rodney Dive head of art & design Dan Jotcham commercial finance director Future plc is a…

access_time7 min.
multiverse theory

The Bandersnatch effect is in full flow. Like it or not – and many less well-known, far more experienced interactive fiction writers than Charlie Brooker are, understandably, a bit miffed – the choice based Black Mirror film has put a niche genre in front of millions of eyeballs with startling results. Suddenly, the world is sitting up and paying close attention to the role interactivity can play in previously traditional forms of media, and all the major players are after a piece of the pie, from Netflix to the BBC. All credit to Wales Interactive, then, which has spotted a chance to offer its considerable expertise in the genre to help guide a whole other industry through the wilds of gamified stories. WIST is its brand-new, internally developed interactive fiction tool:…

access_time1 min.
two for one

Over the last few years of making games, Banner says, the studio has realised that “a byproduct of what we make is a linear cut film – which we can sell. That business model’s never been done before”. They’re calling it the ‘Director’s Cut’ version of the game – not the studio’s, but the players’. It’s a further merging of two industries. “We can see what was the most popular ending or satisfying journey just down to metrics. The best version for us is the interactive one, but equally maybe people who don’t want to engage with that can enjoy The Complex as a film. We’ve won BAFTAs, but it’s weird that we could maybe win an Oscar – two guys who made a little company in Wales to make…

access_time4 min.
watch and learn

As the provider of one of the most popular ways to learn a new language – its app has around 300 million users worldwide – Duolingo has been thinking about gamification for some years now. “One of the reasons why we’ve been successful is because we focus so much time and attention on making learning fun,” the company’s Sam Dalsimer explains. “We’ve learned over the years that the hardest thing about trying to learn a language is simply staying motivated and keeping at it: a lot of people start, realise it’s difficult and then they give up. So we focus on making sure that you want to keep coming back.” We’ve heard variants on that last sentence quite a bit lately. As more blockbuster games evolve into services, the subject of…

access_time1 min.
lingo on

“At Duolingo, there’s a real culture of innovation,” Dalsimer says. “We always like to try new things, and this [initiative] is one of them.” This, he suggests, is only the start; once the programme is underway, Duolingo will be seeking out other streamers to expand the range of languages on offer, and is planning to run educational streams via its official Twitch channel. “The idea is that people can watch the streamers and then our streams, which will add to their ability to learn through Twitch,” Green says. “We definitely see this as a platform that can be helpful in terms of language-learning for our viewers.”…

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