Category: EDGE Column

09
Jun

EDGE Column: The Pixar principle, or how to build risk and creativity into large-scale game development

In a recent Edge article Epic’s Tim Sweeney said that in the future we’re likely to see about a third of the number of triple-A games available as the costs involved with making these titles rises threefold. In addition, Ubisoft’s Jade Raymond claims that these rising development costs will stifle innovation, and the $100m-plus budgets necessary to create a triple-A game will mean that developers are even more likely to focus on sequels as they’ve more chance of returning a profit.

Yet there is a company which despite having similar risks has managed to develop many unique IPs over the years, all of which have been a success. That company, is Pixar.

Read the article in full on EDGE

14
Dec

EDGE Column: The Challenges of the WiiU GamePad

Wii U’s launch line-up shows just how much of a challenge the GamePad poses to game designers. Graham’s EDGE column considers why this is, and what can be done.

Read the article in full on EDGE.

14
Nov

EDGE Column: What Does Google’s Latest Game Report Tell Us About Players?

Google’s latest whitepaper reveals reveal what’s most important to potential buyers over the course of the entire lifecycle of a game… What can be learned?

Read the article in full on EDGE.

23
Oct

EDGE Column: The Four Essential Steps to Successful Monetisation of Free-to-Play Games

Graham’s EDGE user research column outlines our 4-stage model for assessing and categorising the player experience, and asks if you’re doing enough service to the foundations of monetisation?

Read the article in full on EDGE.

02
Oct

EDGE Column: the Skills Behind User Research

Graham’s EDGE user research column breaks down the title, role and skills of a Games User Researcher, and some of them might surprise you…

Read the article in full on EDGE.

03
Sep

EDGE Column: The Difference Between Focus Testing and Playtesting

Graham’s EDGE user research tackles one of the biggest misunderstandings in the games industry: What is User Research, and why is it different to Market Research?

Read the article in full on EDGE.

 

30
Jul

EDGE Column: What Games Can Learn from Hollywood and TV

Graham’s EDGE user research column considers the lessons that can be learned from other mainstream media: what is their outlook on playtesting and user research?

Read the article in full on EDGE.

 

09
Jul

EDGE Column: Are Gamers Tiring of the Same Old Thing?

Graham’s EDGE user research column asks “Are gamers tiring of the same old thing?”.

Read the article in full on EDGE.

 

11
Jun

EDGE Column: Analysing our Second Screen Future

“If there was one message that all three platform holders agreed on at last week’s E3, it’s that one screen is no longer enough”…

Read the article in full on EDGE.

 

17
May

EDGE Column: Understanding Players is the Secret of Good Design

Graham’s EDGE user research column asks how games can be more inclusive, and designers can better understand their audience.

Read the article in full on EDGE.