Video game composer Winifred Phillips discusses newly announced headphone products for VR, and new technologies promising to enhance existing headphones for VR. Topics include Cingo, the Ambeo Smart Headset, Super X-Fi, and the Sowlo from Noveto Systems.
The design principles for PSVR game 'RIGS: Mechanized Combat League' that was covered in my talk in a design panel at Eurogamer EGX 2016, at the Birmingham NEC, UK.
Brian Merchant from Gizmodo gave factually poignant coverage of Leap Con. This resulted in a eureka moment which defined what Magic Leap and products like it are about, what they deliver, and what their futures are through three critical words.
This week's highlights include a neat Smash Brothers interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Landing an entry-level job in Games User Research (GamesUR) is difficult, so having experience can set you apart from other candidates. This article outlines several best practices and principles for getting started in GamesUR.
In the third and final batch of exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Tinker Knight boss battle.
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Leadership has many dimensions. While the naive view is that leaders give orders and subordinates follow them, the reality is much different in many situations.
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.