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September 19, 2018
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    Emma Kidwell
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Updates » VR
Octi nets $7.5M to create AR tech that understands the human body  
by Chris Kerr [07.17.18]
Augmented reality outfit Octi has raised $7.5 million in seed funding to help it create AR tech that can understand the human body and its movements.
VR, Programming, Business/Marketing

Video Game Deep Cuts: Octopath's DOS Demake  
by Gamasutra Staff [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Facebook spends $88M on Oculus permits in Seattle to expand VR headquarters 1
by Emma Kidwell [07.12.18]
Facebook has spent $88 million on Oculus-related permits so far this year in an effort to expand its satellite VR headquarters in and around the Seattle area.
VR, Business/Marketing

Come out to XRDC and see how museums are using mixed-reality tech  
by Staff [07.12.18]
At XRDC in October Frog Design's Charles Yust will showcase how mixed-reality devs can work with museums to both deepen appreciation of art in existing audiences and spark it in new ones. 
VR, Design

Magic Leap's MR headset due out this summer, powered by Tegra X2 2
by Alissa McAloon [07.11.18]
Magic Leap has shared just a few more details about its upcoming Magic Leap One mixed reality headset, including a slightly-more-specific launch date.
VR

Magic Leap grabs investment from AT&T as it sets up US distribution deal  
by Alissa McAloon [07.11.18]
Magic Leap’s Magic Leap One MR headset, due out at some point this year, will be exclusively distributed by AT&T in the United States. 
VR

Video: How the animation in Moss creates an emotional experience 1
by Staff [07.10.18]
In this GDC 2018 talk, Polyarc's Richard Lico goes over the methods he uses to create honest performances for Moss's mouse protagonist, Quill, and the player.
VR, Design, Video

Attend XRDC for cutting-edge insight into AR data visualization!  
by Staff [07.10.18]
At XRDC in San Francisco this October, IBM's Reena Ganga and Jenna Goldberg will share lessons learned from building AR tools that help data scientists analyze data and present their findings in 3D.
VR, Programming

Analyst: Two years in, Pokemon Go crosses $1.8B lifetime revenue  
by Alissa McAloon [07.09.18]
The mobile analytics firm Sensor Tower reports that Pokemon Go has surpassed $1.8 billion lifetime revenue worldwide, over half of which came from the United States and Japan.
VR, Smartphone/Tablet, Business/Marketing

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction 1
by Gamasutra Staff [07.08.18]
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Come to XRDC for expert advice on launching cross-platform AR games!  
by Staff [07.03.18]
At XRDC in October, 8th Wall's Iman Mostafavi�will share lessons learned about bringing an augmented reality game to market on multiple�mobile�platforms.
VR, Design, Business/Marketing

Video Game Deep Cuts: Inside The RNG Tetris Effect  
by Gamasutra Staff [07.01.18]
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Second Life creator's VR platform High Fidelity secures $35M investment 1
by Alissa McAloon [06.29.18]
High Fidelity has closed a $35 million funding round, raising money the company says it plans to use to continue to develop its open source, blockchain-powered social VR platform. 
VR, Social/Online, Business/Marketing

Niantic previews AR tech designed to create 'meaningful' interactions  
by Chris Kerr [06.29.18]
"Ideally, AR objects should be able to blend into our reality, seamlessly moving behind and around real world objects."
VR, Programming, Video

Using VR audio to bring a sense of scale to pint-sized puzzler Moss  
by Chris Kerr [06.28.18]
"I adopted a mindset that I don’t know what the 'right way' is, and that predisposed me to thinking about problems with the game's needs and player experience over convention."
VR, Audio, Production, Video

Owlchemy explores the future of room-scale VR interaction design at XRDC!  
by Staff [06.28.18]
Come to XRDC in October, where Owlchemy Labs' Devin Reimer and Andrew Eiche will be delivering a forward-looking session on "The Holodeck is Here...Now What?: Advanced Interactions for Room-Scale VR."
VR, Design

Blog: Planning and game flow architecture 1
by Gamasutra Community [06.28.18]
Dead Body Falls is a VR story driven game published recently by Black River Studios and this post describe how the gameplay architecture was developed.
VR, Design, Production

A producer's guide to decision-making  
by Iain Angus [06.27.18]
Creative Assembly development manager Iain Angus writes in depth about how game devs (especially producers) can become better at decision-making and make better games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Production

Get expert insight into how to build VR/AR training tools at XRDC  
by Staff [06.26.18]
Devs, come to XRDC in San Francisco this October to see Boeing lead technical integrator Eric Spalding presenting a fascinating session all about the opportunities (and challenges) of AR/VR training!
VR, Design

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Gamasutra Staff [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing