You are currently viewing the Australia version of the site.
Would you like to switch to your local site?
10 MIN READ TIME

STUDIO PROFILE

WHITE PAPER GAMES

Ten years of ambition, mistakes, and learning from them

White Paper Games’ first release, Ether One, was all about the unreliability of memory. So there is perhaps irony in asking the team to take us back over a decade, when the studio’s original members were studying at Preston’s University Of Central Lancashire. As Pete Bottomley and James Burton reminisce, one event in particular stands out from the hazy mists of memory: a talk given by The Chinese Room’s Dan Pinchbeck.

Bottomley acknowledges the influence of Dear Esther, The Chinese Room’s own debut, on Ether One. After all, both are short firstperson narrative games – ‘walking sims’, to use the pejorative – set in the kind of low-key British location then rarely seen in games, and both explore topics of grief and memory. This isn’t the event’s only significance, though: it was also the first time Bottomley and Burton met. So, can they remember what words they exchanged? “‘Oh, here’s your ticket,’” Bottomley recalls. “I didn’t see him for the rest of the day, and didn’t talk to him again for maybe a couple of years.”

Not quite the equivalent of that ’76 Sex Pistols Manchester gig, then – but important groundwork was laid that day. Bottomley cites the example set by Pinchbeck as an influence on the decision, when he and fellow co-founder Benjamin Hill completed their game design Masters in 2011, not to pursue opportunities in existing studios but to “do our own thing”. They began work on their first game after graduation and, by the time White Paper Games was established in 2012, had assembled a team of five, all connected through their working and living situations at UCLan. (Bottomley and Burton now teach at the university one day a week.)

“In hindsight, it probably sounds like a scary move,” Bottomley says of the studio’s founding. The students had done stints at studios, but “none of us had ever shipped a commercial game”.

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for $1.48
SUBSCRIBE NOW
30 day trial, then just $14.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
April 2022
VIEW IN STORE

Other Articles in this Issue


EDGE
And now for something completely different
For pioneers, it’s one thing to worry about
Knowledge
Micro transaction
Making sense of a landscape transformed by Microsoft’s acquisition of Activision Blizzard
Musou life
As Dynasty Warriors reaches 25, Omega Force’s Akihiro Suzuki looks at the series’ enduring appeal
Commodore horizons
Why Retro Games Ltd believes it’s the right time to reintroduce the Amiga
Golf, the universe and everything
Indie developers are finding new uses for videogames’ favourite good walk spoiled
IN FULL BLOOM
Okami meets Hollow Knight in Bo: Path Of The Teal Lotus
Soundbytes
Game commentary in snack-sized mouthfuls
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Dispatches
DISPATCHES APRIL
Issue 368 Dialogue Send your views, using ‘Dialogue’
Trigger Happy
Shoot first, ask questions later
Unreliable Narrator
Exploring stories in games and the art of telling tales
Decisions, decisions…
The games that used to shout loudest about
Hype
BALDUR’S GATE 3
Barbarians are all the rage in Larian’s next step towards its RPG’s release
TRIANGLE STRATEGY
Good things come in threes in Square Enix’s tactical RPG
CITIZEN SLEEPER
Clock in for a shift on the edge of interstellar capitalism
VAMPIRE SURVIVORS
This exhilarating power fangtasy deserves its Early Access success
MASK OF THE ROSE
Why we’re already smitten by this Fallen London spin-off
AFTERLOVE EP
Moving on and jamming out in the follow-up to Coffee Talk
ROUNDUP
GRAN TURISMO 7 Developer/publisher SIE (Polyphony Digital) Format
Features
THE EVIL WITHOUT
Ghostwire: Tokyo rediscovers a haunted city as Tango Gameworks moves beyond survival horror
ON DECK
Is Valve’s handheld PC ready to change the world?
AUTOMATIC FOR THE PEOPLE
Exploring the rise of the factory sim genre – and what it says about automation in our own lives
THE MAKING OF . . . OVERBOARD
From 80 Days to 100: how Inkle discovered a new way of making its games
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Fighting form
It may not come as a shock that
Florence
Why this award-winning mobile favourite is more than just a love story
Uncharted: Legacy Of Thieves Collection
A progress report on the games we just can’t quit
Play
Horizon Forbidden West
Developers/publisher SIE (Guerrilla Games) Format PS4, PS5 (tested)
Post Script
The trouble with Aloy
Dying Light 2: Stay Human
Developer/publisher Techland Format PC, PS4, PS5 (tested),
Post Script
How has the rise of Polish studios changed the stories videogames tell?
Sifu
Developer/publisher Sloclap Format PC, PS4, PS5 (tested)
Post Script
What’s my age again? How Sifu makes getting old feel new
Rainbow Six Extraction
Developer/publisher Ubisoft (Montreal) Format Luna, PC, PS4, PS5,
Pokémon Legends: Arceus
Developer Game Freak Publisher Nintendo, The Pokémon Company Format
OlliOlli World
Developer Roll7 Publisher Private Division Format PC
Strange Horticulture
Developer Bad Viking Publisher Iceberg Interactive Format PC
Wanderer
Developer/publisher Oddboy & M-Theory Format Index, PSVR (tested),
Not For Broadcast
Developer NotGames Publisher TinyBuild Format PC Release
Please, Touch The Artwork
Developer/publisher Thomas Waterzooi Format iOS, PC (tested) Release
Chat
X
Pocketmags Support