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April 20, 2014
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April 20, 2014
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Updates » VR
Making Oculus-powered VR game RS Racing 2
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

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

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

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

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

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