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March 28, 2015
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March 28, 2015
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Updates » VR
Soon you'll be able to sign up for Valve's Vive VR dev kit  
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Console/PC, Indie, Business/Marketing, VR

Bleszinski: With more choices for players, VR is poised to break big 2
by Christian Nutt [03.20.15]
Veteran designer Cliff Bleszinski (Gears of War) explains an important distinction he sees about how virtual reality will find not one audience, but many.
Console/PC, Business/Marketing, VR

8 tips for making the most of the VR opportunity 3
by Gamasutra Community [03.13.15]
A quick list of what you should consider jumping on board the VR train -- a blog post from an experienced dev who analyzes the issue from a number of angles.
Console/PC, Smartphone/Tablet, Indie, VR

But seriously, let's talk a little bit more about SteamVR 15
by Kris Graft [03.09.15]
The talk of GDC 2015 was the SteamVR / HTC Vive hands-on demo. Editor-in-chief Kris Graft can't stop thinking about it, so here are more thoughts on the promise of VR, and what it'll take to get there.
Console/PC, Social/Online, Smartphone/Tablet, Indie, VR

Weta Digital, Epic Games, and the future of film, games, and VR 1
by Christian Nutt [03.04.15]
Weta Digital head of R&D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR.
Console/PC, Indie, Business/Marketing, VR, GDC

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, VR, GDC

Valve to show SteamVR hardware, controller, and new Steam devices at GDC 7
by Christian Nutt [02.23.15]
Next week, the company is going to take the wraps off of its long-awaited hardware initiatives -- and devs are invited to join in.
Console/PC, Business/Marketing, VR

New holographic goggles from Microsoft have video game potential 9
by Kris Graft [01.21.15]
During a briefing today covering new features in Windows 10, Microsoft revealed HoloLens, an in-development holographic and gesture-based control solution.
Console/PC, Video, VR

Advice for new Gear VR developers 4
by Gamasutra Community [12.22.14]
"For the past year, Iíve been developing a game which just launched on Samsungís Gear VR headset. Now that the Gear VR is out in the wild, I thought I should share advice with other devs."
Smartphone/Tablet, Indie, Design, VR

Oculus beefs up its research arm with two acquisitions and a hire  
by Christian Nutt [12.11.14]
The company begins to plan more aggressively for the future of VR by stacking Michael Abrash's Oculus Research with new talent.
Console/PC, Business/Marketing, VR

A look at how VR games are used in therapy and rehabilitation  
by Gamasutra Community [12.11.14]
"Virtual reality is increasingly being integrated in medical training and education due to its affordability and ability to improve testing in examinations that evaluate manual skills."
Serious, Design, Business/Marketing, VR

A snapshot of player data from the Oculus Rift audience 2
by Gamasutra Community [11.21.14]
Analytics from A Night at the Roculus: "I realized the data could offer a snapshot of the current Oculus community's hardware for other devs to consider."
Console/PC, Indie, Programming, VR

The VR frontier: What's the future of virtual reality games? 1
by Gamasutra Community [11.19.14]
"Which kind of platform is VR? Is it 'the same thing but better,' or something qualitatively different than traditional video games?"
Console/PC, Indie, Design, VR

Oculus Rift 'many months away,' lacks suitable input device 12
by Christian Nutt [11.04.14]
Oculus VR CEO Brendan Iribe speaks out about the future of the VR headset, saying the tech is essentially there -- but there's a missing piece of the puzzle.
Console/PC, Business/Marketing, Advanced Input and Output , VR

Blog: Struggling toward the right narrative system 1
by Gamasutra Community [11.04.14]
Why upcoming VR game Darknet went with a "minimal, flexible, nonlinear, decentralized story system," and how the developer pulled it off.
Console/PC, Indie, Design, VR

Unity VR optimization hints and tips 1
by Gamasutra Community [11.03.14]
"I know itís a list and a bit bossy but I feel strongly that the combination of these tips will help any game run well in VR on Unity."
Console/PC, Indie, Programming, VR

Get a job: CCP is seeking a Senior Backend Programmer  
by Staff [10.30.14]
CCP is looking to add a strong industry experienced Backend Programmer to its programming team in the Newcastle Studio, UK.
Console/PC, Programming, Recruitment, VR

Game design in VR: Pushing off from a new frontier 1
by Gamasutra Community [10.29.14]
"VR is demanding we re-investigate from the ground up all things we have been assuming about UI/UX, and that we look deeper into cognitive science to address questions about how we perceive our environments."
Console/PC, Indie, Design, VR

Optimizing for mobile VR: Taking Darknet from Oculus Rift to Gear VR 2
by Gamasutra Community [10.23.14]
"Months later, Darknet is indeed hitting 60fps on the phone. The game is fully playable, and I thought it might be nice to share some details about how I sped things up."
Console/PC, Smartphone/Tablet, Indie, Programming, VR

Blog: Designing for Gear VR 1
by Gamasutra Community [10.14.14]
Gear VR developer Elad Drory shares insights gained from working on Romans 360, a mobile action game for the new Samsung/Oculus headset.
Smartphone/Tablet, Design, VR