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Tech & Gaming

Edge June 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.

United Kingdom
Future Publishing Ltd
Read More
13 Issues

In this issue

2 min.
the revolution’s here, and you know it’s right

They say the first step in solving a problem is admitting you have one, and this issue is characterised by companies at varying stages of, and approaches to, transformation. In An Audience With, we hear how Epic Games CEO Tim Sweeney saw the way the wind was blowing seven years ago, and realised his company needed to change in kind. It was a decision that saw some of Epic’s most prized talent walk away from the company. But today, only a fool would claim it hasn’t worked out. Fortnite is the biggest game on the planet, and Sweeney and company are using their newfound power and wealth to improve the industry around it. It’s an inspiring tale, certainly, but the videogame business is full of cautionary ones too. This month, the…

2 min.

EDITORIAL Nathan Brown editor Jen Simpkins deputy editor Andrew Hind art editor Miriam McDonald operations editor CONTRIBUTORS Edwin Evans-Thirlwell, Alex Hutchinson, Phil Iwaniuk, Alex Kane, Cliff Newman, Jordan Oloman, Emmanuel Pajon, Jeremy Peel, Steven Poole, Chris Schilling, Alex Spencer, Mark Wynne SPECIAL THANKS Dana Cowley, Gabe Durham, Minna Etsalo, David Scarborough, James Spafford 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…

9 min.
brave new world

Sometimes, change comes quietly. At others, it hits you with a sledgehammer. The formal unveiling, at last month’s Game Developers Conference in San Francisco, of Google’s long-rumoured cloud-gaming service ended up being a bit of both. There is no doubt that Stadia has the potential to change not only the game industry, but also the medium as a whole. It may even change the world. But it comes loaded with caveats, and questions to which Google does not yet have the answers – or not, at least, any answers it is ready to share just yet. Google Stadia has the potential to change not only the game industry, but also the medium as a whole The pitch is irresistible, however. Stadia will let users play games at resolutions, colour ranges and framerates…

1 min.
video stars

YouTube is central to Stadia – not least because of how many people watch videogames on the platform, which proved to Google the promise of games in the first place. The two platforms will be closely integrated: if you’re watching a video of a game that’s available on Stadia, you’ll be able to play it in a single click. The Stadia controller’s capture button will make sharing your session to YouTube just as easy. And Google wants to bring YouTube creators closer to their audiences, letting players queue up to join their favourite vlogger’s game session. Not for us, certainly, but we know plenty of kids for whom this is arguably Stadia’s single biggest draw.…

5 min.
leading light

You couldn’t walk five feet at this year’s Game Developers Conference without bumping into a talk on ray tracing. It was the hot topic of the show, with Unity Technologies announcing it had partnered with Nvidia to offer the engine’s users early access to realtime ray tracing via a preview function in the High Definition Render Pipeline. For developers, it’s a heady proposition: the ability to render industry-leading, dynamic, photorealistic graphics with heretofore unparalleled precision and ease. For players, however, it’s perhaps more challenging to rouse an interest in the nitty-gritty of physically simulated lighting effects – but, as Unity Technologies’ VP of graphics Natalya Tatarchuk explains, it’s about to change the face of videogames entirely. Unity showed a ray-traced BMW next to shots of the real thing and dared us…

5 min.
chaos theory

You wouldn’t say it’s an easy time to be the figurehead of a trade association whose mandate is to ensure the UK is “the best place in the world to make and sell games”. In fact, UKIE CEO Jo Twist has had a particularly busy last 12 months or so. Among the issues she’s been tackling lately are the WHO classifying ‘gaming disorder’ as a mental health condition (a development Twist says has been “highly contested by scientific experts around the world”) and the Gambling Commission scrutinising the business models and mechanics of modern games – chiefly loot boxes, but also skins betting in games like Counter-Strike: Global Offensive. On the eve of the London Games Festival, and ahead of her keynote address at this year’s Develop in July, Twist…