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Edge

Edge May 2020

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.

Land:
United Kingdom
Språk:
English
Utgiver:
Future Publishing Ltd
Hyppighet:
Monthly
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13 Utgaver

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2 min.
kept you waiting, huh?

We’ve been feeling a little nostalgic of late – the natural consequence, we suppose, of an era coming to an end. Flicking through old issues of Edge, we stumble across E244’s Manifesto, in which representatives from the Nordic territories’ development community discussed the pressing issues of the day. Valve’s staff handbook had recently leaked, detailing the Half-Life maker’s unique structure: it had no traditional hierarchy or even job titles, with desks on wheels so staff could move between projects as they liked. We asked the room for their thoughts. David Polfeldt, head of Ubisoft Massive, offered this: “I believe creativity needs boundaries. The Valve thing is a very expensive way to make people creative – by having a lot of people doing more or less what they want. Eventually you’ll get…

11 min.
intelligent design

The launch of Stadia at the tail end of last year may have been – and let’s not mince words here – an unmitigated disaster. With only one exclusive title to tempt players who hadn’t already been turned off by reports of the technology’s myriad performance issues, there was scepticism about whether Google’s game-streaming service really did represent the future of play. But perhaps we haven’t been thinking broadly enough about the possibilities. With the muscle of Google’s world-leading infrastructure behind it, Stadia is capable of much more: of not just making playing games more accessible, but developing them. Google has invested resources in setting up a specialised research and development team within its Stadia arm, composed of ex-game industry employees interested in figuring out how some of Google’s most powerful…

5 min.
signal boost

The new console generation is almost here, mobile gaming has never been bigger and cloud gaming services look set to redefine our hobby. But wireless connections are already struggling to keep up with the demands of a user-base that prizes stability and speed above all else. Fortunately, 5G gaming is also on the horizon. It is a significant step-up from 4G, with median speeds around four times faster, and potentially capable of reaching 20Gbps. From low-latency gaming – with alleged response times of a single millisecond in near-perfect scenarios – to improved download speeds, greater accessibility to those in rural areas and even the form-factor of virtual-reality headsets, 5G could reshape the industry over the next few years. Ralph Heersink is chief product officer and co-founder of Gameye, a company using…

1 min.
kazuhisa hashimoto

1958-2020 Kazuhisa Hashimoto, the man responsible for videogames’ most famous cheat code, passed away on February 25. He began his career in Konami’s coin-op division before turning his hand to ports, bringing the likes of Track & Field to NES – as well as the Hyper Shot controller that recreated the arcade version’s two-button setup. He later became a producer, with the much-loved ISS Pro 98 among his credits. It was while porting the original Gradius to the NES in 1986 that Hashimoto established his place in industry legend. Recognising the game’s difficulty, he programmed a sequence of inputs that would power up the Vic Viper craft so he could easily test the game to completion. He had intended to delete the code before the game launched, but it remained and was…

1 min.
rage against the machines

A confession: when playing Advance Wars and, latterly, Fire Emblem, we switch battle animations off. It’s unlikely we’ll do the same for Star Renegades. “We have 400 to 500 frames for most characters to telegraph their various states and intended actions,” lead producer Garry Seto says. It shows. When one character is pounded by a mechanoid foe, their allies visibly steel themselves for vengeance. With slo-mo interrupts and rapid-fire counters, combat has a distinctive tempo, the visual drama heightened by a range of post-processing effects inspired by Square Enix’s Octopath Traveller. “We set up our sprites as quads in a 3D space and used shaders to enable the lighting support,” lead developer Lucky Bremachandra explains. Its pink-tinged palette, meanwhile, is the result of artist Bryan Heemskerk’s desire to create a more vibrant…

1 min.
soundbytes

“I’m not a big believer in remote work. But I think I may be surprised. I think you are going to see a significant change, maybe a long-lasting change, in business travel.”Strauss Zelnick hints at seismic post-coronavirus change for Take-Two: the NBA 2K devs can devise gross monetisation tactics at home in their pants“The new studio will focus on delivering exclusive games, using new gameplay mechanics, creative ways to play and unique interaction models.”Stadia’s Jade Raymond continues to put in place the stuff Google should have set up five years ago“It feels like ‘outside looking in’ is where a lot of the negative analysis comes from, and sometimes rightfully so. But I’d like us to be at the forefront of that as well.”Phil Spencer calls for the industry to be…