Making PS Minis
Velocity dev FuturLab and 1000 Tiny Claws studio Mediatonic on creating games for Sony’s oft-ignored platform.
Velocity dev FuturLab and 1000 Tiny Claws studio Mediatonic on creating games for Sony’s oft-ignored platform.
A missive arrives from the future, warning us of what development will look like when mobs of gamers get their way.
1How Tom Francis' debut is aiming to dispense with some stale genre conventions.
When Activision bought Guitar Hero, Harmonix could have gone out quietly. Instead, it put on a bigger show than ever.
Tom Francis, designer, coder and writer of PC stealth puzzler Gunpoint, on YoYo Games' beginner-friendly dev platform.
Edge's essential, work-in-progress guide to making your first videogame.
1Expert advice on making sure you create an impression on your way to a job in the game industry.
With mobile gaming continuing its explosive growth, companies should consider making it their primary focus, says PopCap's Giordano Contestabile.
The elusive Matthew Smith gives us a guided tour through his most famous creation – Jet Set Willy’s mansion.
2Capcom's latest revision is apparently the most finely balanced Street Fighter ever, but to Nathan Brown, it doesn't really matter.
1James Leach on the pitfalls of pitching to developers, and daytime television.
Why Jade's single zoom lens is worth a thousand sniper scopes.
How the team that built Dirt and Grid left Codemasters and won one of racing’s prize series.
1Well-balanced, interconnected systems - not repeat playthroughs - are the sign of a truly good game, says Clint Hocking.
Patrice Désilets says original game is "an amazing toy" because it gave players more freedom than the games that followed.
3"I don't want to challenge their thumbs, I want to challenge their minds," says Quantic Dream CEO.
6How the team behind Mario’s 3DS debut made the leap into the third dimension.
Test screenings and audience reaction are used extensively in films and TV - and games should follow suit, says Graham McAllister.
3The ten rules we set out in October 2003 for our 10th anniversary issue, E128.
4Even before release, and subsequent vilification at the hands of the press, DMA’s sandbox was a world of trouble for its creators.