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February 25, 2017
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Updates » VR
Blog: 7 lessons I learned making VR games  
by Gamasutra Community [02.24.17]
A small collection of best practices distilled from the past four years of making games with Experiment 7, Impeller Studios, and Autodesk.
VR, Business/Marketing

Zenimax files to halt sales of Oculus tech containing stolen code 1
by Alissa McAloon [02.24.17]
An earlier courtroom battle between Zenimax and Oculus might have ended, but a recent injunction stands as a reminder that the war over the tech powering Oculus VR still rages on.
VR

Blizzard's Overwatch lands game of the year at DICE Awards 1
by Kris Graft [02.24.17]
The Academy of Interactive Arts and Sciences held its annual DICE Awards ceremony tonight, with Blizzard's Overwatch coming away as the big winner.
VR, Console/PC, Smartphone/Tablet, Indie, Design

Blog: VR game development problems, and how we fixed them  
by Gamasutra Community [02.23.17]
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and encountered our fair share of problems. Here's what we did to fix them.
VR, Design, Production

When you should - and shouldn't - be making your game in VR  
by Kris Graft [02.22.17]
For Ted Price, CEO of Ratchet & Clank studio Insomniac Games, the move into VR is one fraught with challenges, but the payoff could be considerable.
VR, Business/Marketing

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
VR, Indie, Design, Production, Video

Take your career in games to the next level at GDC 2017!  
by Staff [02.22.17]
GDC is happening next week, and show officials want to remind you about the great career growth and networking opportunities attendees can take advantage of at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Alt.Ctrl.GDC Showcase: SetApp's The Heist  
by Joel Couture [02.22.17]
The Heist has two players working together to rob a bank -- one in VR navigating the bank, and the other hitting switches and connecting cords on a control panel, trying to help the VR player along.
VR, Indie, Design, Video

Watch the trailer for the 2017 Game Developers Choice Awards!  
by Staff [02.22.17]
From Campo Santo to id to Owlchemy Labs, come and watch some of the 17th Annual Game Developers Choice Awards nominees extend a personal invitation to watch the show live during GDC 2017 next week!
VR, Console/PC, Indie, Video, GDC

Valve drops $3k price tag from required SteamVR license training  
by Alissa McAloon [02.22.17]
Valve has dropped the paid course requirement for licensing its SteamVR position-tracking technology and has instead made the coursework available for free online.
VR, Console/PC, Production

At GDC 2017, get expert tips on improving your game's user experience 1
by Staff [02.22.17]
At GDC 2017 next week, veteran game devs from across the industry will have a boisterous discussion about the effects of data, creativity, and development constraints on the user experience in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Valve debuts developer build of SteamVR for Linux  
by Alex Wawro [02.21.17]
Heads up, Linux fans who are maybe also VR developers (or vice versa): The folks at Valve Software have today released a very much still-in-development version of SteamVR that runs on Linux.
VR, Programming

Blog: What's the current state of the Vive SteamVR market? 4
by Gamasutra Community [02.21.17]
What is the current state of the Vive Steam VR market? Are users active with their Vive? How much games actually support the Oculus Rift? What is the average revenue you can expect? Let's find out!
VR, Console/PC, Business/Marketing

Making Psychonauts humor work in VR -- without making people sick  
by Alex Wawro [02.21.17]
"There's a million little things that the team learned," says Tim Schafer, joined by Rhombus lead Chad Dawson. "Like I learned that it's not as fun to look behind you as I thought it was going to be."
VR, Design, Production

Todd Howard talks the pros and cons of bringing Fallout to VR  
by Chris Kerr [02.20.17]
"I will say that Fallout works because of the interface. The Pip-Boy is on your wrist and we've been able to present so that it works the way you expect."
VR, Production

Video Game Deep Cuts: A Loom-ing Night In The Woods  
by Gamasutra Staff [02.19.17]
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Get cutting-edge graphics tips from Nvidia, Ubisoft and more at GDC 2017  
by Staff [02.17.17]
GDC 2017 organizers are offering an early look today at the scope and ambitions of the Advanced Graphics Techniques Tutorial Day that will help kick off the conference later this month.
VR, Console/PC, Programming, Art

At GDC 2017, Sony digs into how to design games for the PSVR Aim controller  
by Staff [02.17.17]
At GDC 2017, Sony's Richard Marks and Tom Bruckbock will join the devs of VR shooter Farpoint to dive into the world of VR game development utilizing the gun-shaped PS VR Aim Controller.
VR, Design, GDC

Video: Improving our games through subversive diversity  
by Staff [02.16.17]
Game devs Catt Small and Shawn Alexander Allen take the stage at GDC 2016 to talk about how you can create more diverse and inclusive games, and why that's a valuable thing you should be doing.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault