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July 30, 2014
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Oculus Rift has sold more than 100,000 dev kits 2
by Mike Rose [07.02.14]
Oculus sold around 60,000 development kits for its original DK1 virtual reality headset. Now the company says that more than 45,000 DK2 dev kits have been pre-ordered ahead of shipping.
Console/PC, Business/Marketing, VR

Ex-Sega, LucasArts prez wants you to use motion controller Myo 8
by Christian Nutt [06.02.14]
Simon Jeffrey is now chief gaming evangelist for Thalmic Labs, creators of the Myo motion-control armband, with the hope that he can get game devs interested in the device.
Console/PC, Smartphone/Tablet, Business/Marketing, Video, Advanced Input and Output , VR

Blog: VR - A means or an end? 13
by Gamasutra Community [05.23.14]
"If you see VR as an end in itself, then you’re not going to focus as much on the content. If you see VR as a means toward another end (like good games), you’re not going to focus as much on the medium."
Console/PC, Indie, Design, VR

VR's next frontier: Chuck E. Cheese's? 13
by Christian Nutt [05.20.14]
Looking for a reason to get kids away from their consoles and tablets and into its restaurants, Chuck E. Cheese's begins testing an Oculus Rift-powered experience.
Console/PC, Business/Marketing, Video, VR

Investors throw $3 million at the Virtuix Omni treadmill 6
by Mike Rose [04.24.14]
The Virtuix Omni treadmill went up for pre-order recently, due for release later this year. Today the company announced that it has received $3 million in a round of investment.
Console/PC, Business/Marketing, Advanced Input and Output , VR

Making Oculus-powered VR game RS Racing 4
by Gamasutra Community [04.11.14]
"The RS Racer concept was born, and we created the main idea of a racing game that utilized four-player, networked Oculus Rifts together to form a timed-lap-based game."
Console/PC, Indie, Art, Design, Production, VR

Blog: Why Oculus is the Apple of VR 19
by Gamasutra Community [04.10.14]
"Spending time on improving the whole VR experience is crucial: presence is fragile, breaking it is really easy!"
Console/PC, Indie, Business/Marketing, VR

The Virtuix Omni treadmill is now available for pre-order 9
by Mike Rose [04.08.14]
As spotted by Eurogamer, the Virtuix Omni VR treadmill, which allows you to control first-person games by walking around on the spot, is now available for pre-order.
Console/PC, Business/Marketing, VR

Q&A: Modern Zombie Taxi Driver, the VR game that stormed BitSummit Exclusive 1
by Kris Ligman [03.28.14]
Gamasutra reaches out to Modern Zombie Taxi Driver developer Vitei Backroom to learn a bit about the process of developing a fun, fanciful slapstick comedy game for the Oculus Rift.
Indie, Design, Exclusive, VR

Video: Watch Sony's Yoshida unveil Project Morpheus at GDC 2014 2
by Alex Wawro [03.26.14]
The full GDC 2014 developer presentation for Sony's Project Morpheus VR headset, featuring Shuhei Yoshida, Richard Marks and Antonio Mikhailov, is now online and worth watching.
Console/PC, Indie, Business/Marketing, Video, VR

How to build a better VR game 1
by Alex Wawro [03.26.14]
We highlight a few recent VR-focused stories, developer blogs and other resources that might prove useful for anyone starting -- or continuing -- to develop their own VR experience.
Console/PC, Smartphone/Tablet, Indie, Design, VR

For better or worse: Your guide to Oculus internet arguments Exclusive 42
by Leigh Alexander [03.26.14]
Do you think Facebook's Oculus VR buy is good news or not? Leigh Alexander presents the arguments for and against, so you can have an arsenal to use when you're arguing prematurely on the internet.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive, VR

Adam Orth turns his personal challenge into a new game experience 2
by Christian Nutt [02.10.14]
The man who left Microsoft after an ill-considered Tweet and subsequently became a notorious victim of internet toxicity is turning his experience into a game.
Console/PC, Indie, Design, Business/Marketing, VR

Using player data for platformer design 4
by Gamasutra Community [02.07.14]
Social game developers often use analytics, but how do you capture player data for a traditional genre, the 2D platformer? This post shows how one team did it.
Smartphone/Tablet, Indie, Design, Theme Week, Mobile Games

Dolphin school: Classroom Aquatic's whimsically weird VR design Exclusive  
by Kris Ligman [02.07.14]
"We wanted to make something that really used the Rift's way of looking around," explains USC interactive student Remy Karns, part of a six-person team developing the VR-enabled Classroom Aquatic.
Indie, Design, Exclusive, Video, VR

Oculus co-publishing CCP's EVE Valkyrie as a Rift exclusive 1
by Christian Nutt [02.05.14]
In December, headset maker Oculus hired its head of worldwide publishing. Today, the company announced that it is co-publishing one of the most promising VR games.
Console/PC, Business/Marketing, VR

Jonathan Blow bringing The Witness to VR with Valve's help 3
by Christian Nutt [01.24.14]
Today, the creator of Braid announced that he plans to bring his upcoming game to VR platforms -- and is doing so with the direct help of Valve.
Console/PC, Indie, Production, Business/Marketing, VR

Blog: Steam Dev Days VR Update 3
by Gamasutra Community [01.21.14]
As the developer of an upcoming Oculus Rift game, I was eager to see the VR sessions at Steam Dev Days. They ended up being the clear highlight of the conference for me.
Indie, Design, VR

Bringing VR to life: 5 tips from Oculus 13
by Gamasutra Community [01.20.14]
Oculus' Peter Giokaris, who leads up its VR/Unity integration, shares the five most important things developers of VR games should keep in mind as they create.
Console/PC, Indie, Programming, Art, Design, VR

Blog: Lessons from the VR field 2
by Gamasutra Community [01.17.14]
12-year virtual reality veteran Sébastien Kuntz argues why "presence" -- feeling like you're there -- is key to the VR experience, and takes a look at how VR title The Gallery handles it.
Console/PC, Indie, Art, Design, VR

Steam Dev Days in Tweets, Day 2: VR and in-game economies 1
by Christian Nutt [01.16.14]
In its second day, developers Tweeted plenty out of Valve's Steam Dev Days -- with the biggest buzz surrounding in-game economies (in particular, Team Fortress 2) and VR.
Console/PC, Indie, Design, Business/Marketing, VR

Oculus to recruit game developers, to work with John Carmack  
by Christian Nutt [01.08.14]
According to a quote from CEO Brendan Iribe, "you'll see more and more game developers showing up" at the company over the coming months.
Console/PC, Programming, Art, Audio, Design, Production, Recruitment, Advanced Input and Output , VR

After a big Kickstarter, VR 'treadmill' turned to reality TV for funds Exclusive 5
by Kris Ligman [12.23.13]
Gamasutra contributing editor Kris Ligman speaks with Virtuix founder Jan Goetgeluk about the Virtuix Omni, an upcoming VR treadmill which recently featured on the reality show Shark Tank.
Indie, Business/Marketing, Exclusive, Video, VR

Gunning for the game potential of augmented reality with Meta Pro 2
by Christian Nutt [12.19.13]
The Meta Pro glasses are a big leap forward for augmented reality -- but what will it be like to devleop games for them? Gamasutra speaks to Meta CEO Meron Gribertz to find out.
Smartphone/Tablet, Production, Business/Marketing, Advanced Input and Output , VR

Developing Dead Rising 3's SmartGlass companion 3
by Gamasutra Community [11.01.13]
Senior designer Brent Arnst provides an inside look into the development process of the integrated SmartGlass Companion app for Capcom Vancouver's upcoming Xbox One exclusive, Dead Rising 3.
Console/PC, Smartphone/Tablet, Design, Production, Advanced Input and Output

Virtual reality control rundown: Leap Motion, Wii Remote, and beyond 3
by Gamasutra Community [11.01.13]
Indie team Beltfed Interactive has experimented with several different controllers for virtual reality games on Oculus Rift, and in this post the devs run down what they are and how well they work.
Console/PC, Indie, Programming, VR, Advanced Input and Output

Peering into the future of augmented reality games Exclusive 8
by Christian Nutt [11.01.13]
Google Glass, CastAR, and Meta -- three different wearable devices that augment and enhance reality. These devices open up new potential for games. We speak to their creators to find out how.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive, VR, Advanced Input and Output

Blog: 6 ways 3D audio can expand game experiences 9
by Gamasutra Community [11.01.13]
Advances in 3D audio could actually fundamentally enhance game experiences. As part of Gamasutra's Advanced I/O week, GenAudio's Michel Henein takes a closer look at how.
Console/PC, Audio, Advanced Input and Output

Blog: Do we need 4K resolution for immersive VR? 11
by Gamasutra Community [11.01.13]
Oculus' Palmer Luckey has gone on record saying that resolutions need to increase past HD for VR to truly look seamless. This blog post explores the issue in some depth.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, VR, Advanced Input and Output

How Double Fine prototypes for new types of control 1
by Gamasutra Community [10.31.13]
Patrick Hackett and Drew Skillman, the San Francisco studio's "Department of Future Technology," explain its experiments with Leap Motion and Kinect, in the context of its overall prototyping ethos.
Console/PC, Indie, Design, Advanced Input and Output

Q&A: Google Glass and the future of geo-location game Ingress Exclusive  
by Christian Nutt [10.31.13]
Google's Brandon Badger tells us plans for the company's geo-location game Ingress, and how it may tie in with the company's Google Glass wearable technology.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, Advanced Input and Output

Biofeedback and video games: What does the future have in store? Exclusive 2
by Mike Rose [10.31.13]
Is implementing biofeedback in your games a viable option? As part of Gamasutra's Advanced I/O Week, we spoke with notable people in the field of biofeedback to get their take on whether it's a space worth exploring.
Design, Exclusive, VR, Advanced Input and Output

Quit playing games with my heart: Biofeedback in games 8
by Gamasutra Community [10.30.13]
Biofeedback can be an integral part of game design -- so writes Erin Reynolds, whose Nevermind uses it to help players work through scary situations. Here, she explains how.
Console/PC, Indie, Design, Advanced Input and Output

Harnessing the power of motion control in video games Exclusive 1
by Mike Rose [10.30.13]
Developers behind titles such as Dance Central, Dropchord and Kinect Star Wars explain what to do, and what not do do, in motion-controlled games.
Design, Exclusive, Advanced Input and Output

Chasing the 'holy grail' of the video game holodeck Exclusive 2
by Kris Graft [10.30.13]
Full-body immersion into a virtual world is the stuff of dreams. The developers behind Project Holodeck and Turbo Tuscany are chasing that dream, and learning a thing or two along the way.
Design, Exclusive, VR, Advanced Input and Output

8 tips for better motion control, according to Harmonix Exclusive 1
by Mike Rose [10.29.13]
From its early Karaoke titles, to its massively popular Rock Band series, Harmonix is always looking at new control methods that increase social interaction among players.
Console/PC, Business/Marketing, Exclusive, Advanced Input and Output

Best practices for VR, from seven devs working with the Oculus Rift Exclusive 2
by Kris Ligman [10.29.13]
Gamasutra speaks with seven developers working with Oculus VR's next-gen peripheral to get a sense of the unseen hurdles of virtual reality and how best to address some of its unique challenges.
Console/PC, Indie, Design, Exclusive, Advanced Input and Output

5 questions for the future of virtual reality games Exclusive  
by Leigh Alexander [10.28.13]
Many design trends emerge out of a desire to fulfill a fantasy like virtual reality, but without proven forethought, they risk becoming expensive fads.
Console/PC, Design, Exclusive, VR, Advanced Input and Output

Advanced I/O Week kicks off on Gamasutra  
by Kris Graft [10.28.13]
Today marks the beginning of another themed week on Gamasutra – this time focusing on the advanced video game input/output systems of the future.
Design, VR, Advanced Input and Output

Google's game chief has your guide to designing for Google Glass 12
by Gamasutra Community [10.28.13]
In this deep and detailed look, Google's Noah Falstein walks through the potential and the constraints of developing for the tech giant's wearable computer.
Smartphone/Tablet, Design, Advanced Input and Output

Video: Oculus VR co-founders on VR's biggest challenges  
by Staff [10.21.13]
What will devs have to relearn for VR? Oculus VR co-founder Palmer Luckey warns about current game design conventions such as pre-cut sequences and straight-ported UIs, don't work well in VR.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Video, VR, Advanced Input and Output

New augmented, virtual reality tech goes from Valve to Kickstarter 11
by Kris Graft [10.14.13]
Former Valve Software hardware guru Jeri Ellsworth and programmer Rick Johnson are taking the next step in bringing a new kind of augmented and virtual reality to the market.
Video, Crowdfunding, Advanced Input and Output

Video: Watch Valve's Steam Controller in action 45
by Kris Ligman [10.11.13]
In this newly released video from Valve, we see the recently announced Steam Controller put through its paces. Here, a prototype controller plays through Valve's own Portal 2 and other titles.
Console/PC, Business/Marketing, Video, Advanced Input and Output

Bot Colony: The AI sim that's 11 years in the making Exclusive 10
by Mike Rose [10.11.13]
Just over a decade ago, Eugene Joseph had a vision. The North Side CEO wanted to see a simulation with AI so clever and in-depth, that it would be able to fully understand spoken English, and respond intelligently.
Console/PC, Design, Production, Business/Marketing, Exclusive, Advanced Input and Output

Incubator for wearable video games now accepting applicants 1
by Mike Rose [10.09.13]
Mind Pirate, the team behind the wearable computing game development platform Callisto, has launched an incubator program to help developers create games for all this upcoming wearable technology.
Smartphone/Tablet, Business/Marketing, Alternative Funding, Advanced Input and Output

Three factors that stand in the way of motion controls' future Exclusive 12
by Kris Graft [10.08.13]
Die Gute Fabrik's Doug Wilson is fretting over the future of video games -- specifically the kind that make you look like an idiot for the sake of a good time.
Console/PC, Design, Exclusive, Video, Advanced Input and Output

Augment your reality at GDC Next!  
by Staff [10.02.13]
Learn more about augmented reality game development and check out Technical Illusions' CastAR at GDC Next in November.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, GDC Next, Advanced Input and Output

VorpX adds Oculus Rift support to dozens of notable games 3
by Mike Rose [10.01.13]
VorpX, a stereoscopic 3D driver compatible with select DirectX games, has launched as a beta this week, adding support for Oculus Rift and other VR devices to over 90 PC titles.
Console/PC, Business/Marketing, Video, VR, Advanced Input and Output

Select game developers used the Steam Controller. Here's what they said Exclusive 47
by Kris Graft [09.27.13]
We talk to developers who've actually used Valve's upcoming stickless wonder. From its flexibility to its haptic feedback, people who make games are optimistic about the Steam Controller.
Console/PC, Design, Exclusive, Advanced Input and Output