Creating epic-scale games on an indie budget
"While youíll always face compromises, there is nothing stopping anyone from creating a vast, engaging, and epic-scale game on an indie budget."
Oculus Connect 2014: Catch up on Gamasutra's coverage!
Gamasutra was in Hollywood over the weekend for Oculus Connect 2014, where visionaries including Palmer Luckey, John Carmack, and Jesse Schell shared their vision for the future of virtual reality.
App Store optimization tricks: How to select keywords
"This model has multiple advantages over a simple iterative selection process and should help you find the ultimate keyword list to boost your App Store search rankings and download numbers."
Tokyo Game Show attendance down compared to last year
After seeing record attendance last year, the number of people through the doors of Tokyo Game Show 2014 dropped down from 270,197 to 251,832.
Blog: User interface iteration magic
is a UI-heavy game, and the interface is core to the entire game experience. Proper software development methodology mandates that we take on the highest priority and risk items first."
Oculus download figures shed light on how popular VR is with devs
As part of the Oculus Connect conference over the weekend, Oculus VP of product Nate Mitchell provided a whole bunch of interesting stats on how many downloads the VR platform is racking up.
Xbox One delayed in China the day before launch
With the Xbox One due to launch in China tomorrow, Microsoft has admitted that it isn't quite ready, and has pushed the date back at the last minute.
A key ingredient for successful game studios: Positive energy
"Game development work is inherently and by necessity creative, yet often we don't work in environments conducive to creativity."
Double Fine's Spacebase shows the potential perils of Early Access
Double Fine has been forced to defend itself against a barrage of negative feedback from fans, after the company said that it is finishing up work on Steam Early Access title Spacebase DF-9
with some features missing that players believed were in the works.
After 20 years working with VR, Jesse Schell speaks his mind
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
A little advice for game developers from Oculus' Palmer Luckey
We got a few moments with the Oculus VR co-founder at Oculus Connect, and this is what he had to say to game developers: keep trying, and make sure you polish your work.
How John Carmack is bending Samsung's VR strategy
For the last year, John Carmack has been working on mobile VR at Oculus -- in close partnership with phone manufacturer Samsung. Here's his take on what's been happening.
Oculus announces new Crescent Bay headset, Unity 5 partnership, and research arm
"As big a leap as from DK1 to DK2" says CEO Brendan Iribe. The new headset has 360 tracking, integrated audio. It also announced its store solution and Unity 5 platform integration.
Oculus freely distributes DK1 headset schematics, firmware
Today at its Oculus Connect event in Hollywood, the company announced it's made the DK1 available to everyone -- so you can make your own.
Blog: Why the Creative Europe program wonít improve video games
"Iím still not sure about how the program is currently designed, and I would like to reflect for a bit about what I think could have been done better and why."
Video Game History Museum finds permanent home in Texas
With $1 million in funding in pocket, the VGHM moves to Dallas-area city Frisco, Texas as the permanent home of the collection, which has only been exhibited in part and on a traveling basis.
Kickstarter updates terms: 'The creator must complete the project'
The popular crowdfunding site has added some serious new stipulations to its terms of service -- which are designed to ensure backers get what they back.
Video: Jon Blow on building a new programming language for games
The designer of Braid
and The Witness
has published a talk outlining his thoughts on how we might go about building a new programming language specifically for game development.
Video: Perfectly pitching your game in three sentences or less
Speaking at GDC Europe 2014 earlier this year, Vlambeer co-founder Rami Ismail shared some useful advice on how developers can perfect the art of pitching their game.
F2P game maker Motiga snaps up ex-CCP marketing lead David Reid
Motiga has brought on game industry veteran David Reid to serve as its senior vice president of publishing as it ramps up production on its debut offering, the free-to-play multiplayer PC action game Gigantic
Get a job: Runic Games is hiring a Visual Effects Artist
The Seattle-based studio responsible for the Torchlight
series is looking to bring on an experienced artist interested in designing and optimizing the production of real-time visual effects.
Procedural generation: By molecule or mythology
"This post will help you choose the best 'zoom level' for your game. Itís part post-mortem, part raw idealism, and entirely intended to be just one way to think about design within a procedurally generated system."
Don't Miss: The Gamasutra community's game developer flashcards
Developers from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
EA backs the White House's new anti-sexual assault initiative
The publisher is one of many corporate partners supporting the "It's On Us" initiative, a campaign launched this week that aims to raise awareness about -- and hopefully curtail -- sexual assault.
Blog: When the fun of game development dies
"What happens when making games is no longer fun for the developer? This is a question all videogame designers and developers have struggled with over the years."