category_outlined / Tech & Gaming

Edge October 2016

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
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13 Issues


access_time2 min.
in case of emergency, deploy miyamoto quote

You’re forgiven if you completely missed the most important moment of this year’s E3. It came at the end of Ubisoft’s press conference, when company CEO Yves Guillemot issued a thinly veiled hands-off message to bosses at Vivendi, who were rumoured to be plotting a hostile takeover of the French publisher. “The real magic,” Guillemot said, “happens when teams are free to create. When you are free, there is no failure – there is only forward.” Flanked by the developers who had taken the stage during the preceding conference, Guillemot told Vivendi that he did not want its money, and neither did his teams. That they had his back, and he theirs. Even that kind of crazy-looking bearded guy who made Red Steel. Yet Guillemot wasn’t just telling a 22 billion…

access_time8 min.
fair play

After years of being understood as a niche phenomenon within the game industry, professional gaming is now better understood as a new form of business entirely. Despite recent highprofile investments by major publishers – notably Activision and EA – a substantial amount of esports’ growth has occurred outside the auspices of the companies that develop the games involved. This part of gaming culture was born with the player community, and the international showrunners that now dominate it – companies such as ESL, DreamHack, Faceit and MLG – all originated outside of the traditional game development apparatus. If anything, Activision’s recent acquisition of MLG demonstrates that gaming’s traditional stakeholders have been pushed into a reactive posture by the rise of esports. “There’s no centre to the industry. It’s a series of islands…

access_time9 min.
collective responsibility

Three years since its inception, Square Enix’s Collective initiative has hit the $1m milestone in money raised through Kickstarter. This year, it has already published moody point-and-click adventure Goetia, with two more games to come before December. Each month, it attracts more pitches from independent developers than it can accommodate. Its success so far is a validation of the efforts of one man: the Collective’s creator and project lead Phil Elliott. The first seeds were planted when Yosuke Matsuda took over from Yoichi Wada as president of Square Enix. “He had a series of things he was interested in looking into more,” Elliott tells us. “One of them was: how do we empower our community more in publishing decisions? Others included a general interest in crowdfunding and supporting new talent, building…

access_time5 min.
state of the virtual art

Gathered for the Edge panel entitled Next-Generation Visuals: Creating Art For VR, leading developers joined us at Develop in July to discuss the challenges facing artists working with virtual reality. In this edited transcript, SIE London Studio executive producer of VR Brynley Gibson, Rebellion head of digital Matt Jeffery, and Guerrilla Games Cambridge principal artist Shawn Spetch consider the potential and pitfalls. What challenges face developers creating art assets for VR games? Shawn Spetch We now have to think about things in terms of performance. So instead of just building a game like Killzone Shadow Fall, where we populate levels with a lot of detail, we have to scale that and we test performance while going into production. We optimise while we’re working, instead of putting a bunch of stuff in and…

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invisible walls

Impossible Bottles is a collaboration between Berlin-based multimedia production company Honig Studios and artist and illustrator Rafael Varona, who lives in Amsterdam. The latter’s Impossible Bottles illustration project inspired the studio to approach him, and now the group is pulling together a striking-looking iOS puzzle game. “Impossible Bottles is a combination of themes, topics and techniques we’re excited about,” Honig co-founder and technical designer Jiannis Sotiropoulos tells us. “Mad scientists working in solitude; enormous golems existing in eternal movement; perfect loops and humorous animations and situations the player discovers if they look carefully.” Players will control a tiny scientist who must bring equilibrium to the workings of a series of incredible machines that have gone off-kilter. “The game starts with a malfunctioning robot which the player needs to repair to restore…

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“I wasn’t so enthused… It’s taken me years and years to catch up with them, and it’s because I didn’t like these goofy games.” Spielberg and Lucas always loved tech, while Martin Scorsese couldn’t see the point, which he reckons left him in their wake “We think having a new machine coming is going to help the industry to continue to grow and to take a lot more casual players back to the industry.” Yves “The GamePad can be as revolutionary as the Wiimote”Guillemot bigs up NX. We hope he’s right “You have three choices: you can spend your own money, you can lie, or you can do what you’re told. And, generally, we’ve always chosen that we’ll just do what we’re told…” Feargus Urquhart paints a depressing picture of work-for-hire life at Obsidian “I don’t…