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December 8, 2016
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Updates » VR
Vive Studios is HTC's new first-party VR game dev division  
by Alex Wawro [12.08.16]
HTC is best known in the game industry for producing (in concert with Valve) the HTC Vive, and now the company is digging in with the launch of its own first-party VR dev division: Vive Studios.
VR, Business/Marketing

Rocketwerkz' Dean Hall defends VR devs who make exclusivity deals  
by Alex Wawro [12.08.16]
"People talk about devs who have taken Oculus/Facebook/Intel money like they've sold out," said Hall. "The reality is these devs made these deals because it is the only way their games could come out."
VR, Business/Marketing

Lucasfilm ILMxLAB engineers break down VR's accessibility issues at GDC 2017  
by Staff [12.08.16]
In their GDC 2017 talk, ILMxLAB's Hannah Gillis and Ben Peck will jumpstart the accessibility conversation within the VR dev community and share lessons learned, as well as areas for improvement.
VR, Design, GDC

Blog: Standardizing loudness in virtual reality  
by Gamasutra Community [12.08.16]
Loudness standardization has started for regular console games based on broadcast standards. With those standards being primarily set for television, should VR games adopt its own legislated standard?
VR, Audio

Catch the Job Simulator devs sharing VR spatial storytelling tips at GDC 2017  
by Staff [12.06.16]
At GDC 2017, Owlchemy will share tips to avoid uncanny valley, build empathy via character interactions, and share lessons learned from Job Simulator & Rick and Morty Simulator: Virtual Rick-ality.
VR, Design, GDC

Valve, Oculus, Nvidia and others back Khronos' new VR standard 1
by Chris Kerr [12.06.16]
The Khronos Group has called for the virtual reality market's biggest players to unite to create a cross-vendor, royalty-free, open VR standard. And some big names have already lent their support.
VR, Programming, Production, Business/Marketing

Oculus has officially released its $200 Touch motion controllers 3
by Alissa McAloon [12.05.16]
The controllers created to pair with the Oculus Rift VR headset can be picked up for $200, which includes two controllers and an additional sensor for room-scale VR.
VR, Console/PC

Come to GDC 2017 for expert advice on getting the media to cover your game 1
by Staff [12.05.16]
In his GDC 2017 talk, ICO Partners' Thomas Reisenegger will deconstruct exactly why why some games (like No Man's Sky) get more time in the spotlight while most struggle to get noticed.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC

Blog: Can video game music make you smarter? 5
by Gamasutra Community [12.02.16]
Can music enable players to think tactically, stay focused and make smart decisions? Over the next three articles, I'll try to answer that question.
VR, Audio

Blizzard the big winner at The Game Awards 2016  
by Chris Kerr [12.02.16]
Blizzard cleaned up at this year's Game Awards, coming away with the Game of the Year, Best Game Direction, Best eSports Game, and Best Multiplayer awards for its work on Overwatch
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design, Production

GDC 2017 teams up with iam8bit to debut Art Boss game art showcase!  
by Staff [12.01.16]
GDC is teaming up with iam8bit to debut the Art Boss game industry art showcase at GDC 2017! Submissions of all types of video game art are being accepted now through January 6th, 2017.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Opinion: Now is the time to unionize the game industry 17
by Katherine Cross [11.30.16]
The SAG-AFTRA strike should lead to wider conversations about whether the largest studios should unionize. It’s long past time that we saw game studios as shops in want of stewards.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Unity 5.5 exits beta, replete with codeless IAP and Holographic support 1
by Alex Wawro [11.30.16]
Heads up, Unity devs: The 5.5 version of Unity has graduated out of beta and is now marked as a stable release, one that includes expanded support for codeless IAP and Windows Holographic.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Devising the VR gaze controls of Eagle Flight 4
by Joel Couture [11.30.16]
"Using your head to 'point' where you want to go feels super natural," says creative director Charles Huteau "Way more logical for your body than sending an order to your thumbs to push sticks."
VR, Console/PC, Design, Video

OSVR support has quietly come to Steam  
by Alex Wawro [11.29.16]
In case you missed it last week, there's a new platform on the list of Steam's supported VR headsets: OSVR, the "Open-Source Virtual Reality" platform Razer debuted back in 2015.
VR, Business/Marketing

GDC 2017 launches low-income free Expo Pass program  
by Staff [11.29.16]
These complimentary Expo Passes awarded via the Low Income Pass Lottery are intended for participants who would otherwise not be able to attend GDC without considerable financial assistance.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Ubisoft wants to unite the fragmented VR market with cross-platform play  
by Chris Kerr [11.29.16]
Ubisoft intends to do its bit to unite the fragmented virtual reality market by bringing cross-platform play to its current crop of VR titles.
VR, Business/Marketing

Video Game Deep Cuts: Zelda in Shenzhen Westworld  
by Gamasutra Staff [11.27.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines classic Zelda, contemporary Shenzhen I/O, & Westworld's VR experiment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Xbox One game streaming heading to Oculus Rift 2
by Chris Kerr [11.23.16]
Microsoft has expanded its partnership with virtual reality outfit Oculus to bring Xbox One streaming to the Oculus Rift. 
VR, Console/PC

Blog: Why throwing in VR sucks, and how to make it better 3
by Gamasutra Community [11.22.16]
Throwing is one of the first things you do when you try out VR. It's also one of the most inconsistent experiences. Here's how I made throwing better for a game where it's the central mechanic.
VR, Programming, Design