Lift­ing the lid on the art, sci­ence and busi­ness of mak­ing games

EDGE - - CREATE -

This is­sue’s People, Places, Things opens on p100 with in­flu­en­tial en­gine pro­gram­mer Cor­rinne Yu re­veal­ing how high-school cod­ing projects changed her ca­reer tra­jec­tory and took her from NASA to the videogame in­dus­try. On p102, we travel the del­i­cate and dicey Rain­bow Road , Mario Kart’s tech­ni­colour test of han­dling skill, and ex­plore the many shades it has adopted over two decades. The runt of Gold­enEye 007’ s ar­se­nal, the Klobb , is stripped down and re­built on p104, as we at­tempt to find the value in an oft-de­rided firearm. Joe Dan­ger and No Man’s Sky cre­ator Hello Games ex­plains how it re­cov­ered from the Christ­mas floods in our Stu­dio Pro­file on p106, even if it is mak­ing a whole uni­verse in a box room. On p110, The Mak­ing Of… Die Hard Tril­ogy deals with an­other small team un­der pres­sure, this time at Probe En­ter­tain­ment, but one that would go on to beat its well-funded in­ter­nal com­pe­ti­tion, Alien Tril­ogy, in terms of crit­i­cal ac­claim. As al­ways, our colum­nists round off the is­sue, with de­signer Tadhg Kelly (p114) cau­tion­ing against the bright lure of dark de­sign prac­tices for mo­bile and so­cial games, and ex­plain­ing why they tend to lead to fa­tal­ism. Clint Hock­ing (p116) counts the cost of games fol­low­ing the Hol­ly­wood block­buster model, since pre­dictabil­ity in bud­get­ing will be all-im­por­tant to that fu­ture. Fi­nally, James Leach (p118) is afraid for women in games – specif­i­cally that we’re too shy to make them flawed, en­gag­ing char­ac­ters with dif­fer­ent at­tributes to their many male coun­ter­parts.

You’ll never for­get your first Rain­bow Road. On p102, we drift around the se­ries to dis­cover why it’s the pin­na­cle of ev­ery Mario Kart, and how it has be­come in­ex­tri­ca­bly linked with the kart rac­ing genre’s king

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