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January 22, 2018
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Updates » VR
Blog: Understanding saving and loading in Unity VR 1
by Gamasutra Community [10.25.17]
Today we're going to work on something that we've never seen before in any of the tutorials: Saving and loading data in Unity! Specifically, we're going to save and load our high score from our game.
VR, Programming, Production

Starbreeze hands majority control of StarVR to Acer  
by Chris Kerr [10.24.17]
The pair initially joined forces in May last year, with Acer offering to help Starbreeze design, manufacture, promote, market, and eventually sell the headset. 
VR, Business/Marketing

How Jeff Minter's Polybius brought his signature style to VR 1
by Jack Yarwood [10.24.17]
The colorful dev Jeff Minter and the Llamasoft team transposed their trademark shooter style into VR for their latest title Polybius, without sacrificing quality or giving the player motion sickness.
VR, Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking?  
by Gamasutra Staff [10.22.17]
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production

Oculus SDK gains 8 new, experimental modes of VR locomotion  
by Alex Wawro [10.20.17]
Oculus' recent blog highlighting the new movement methods makes for intriguing reading, especially if you're a VR dev grappling with the problem of how to get people moving without making them sick.
VR, Design

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative director Geoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

How Raw Data was born: College dreams and a jury-rigged VR headset  
by Alissa McAloon [10.18.17]
"I remember when I went off to college...thinking, 'I love virtual reality. It doesn’t exist right now, but my goal in life is to figure out how to have a job in this nonexistent industry.'"

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32st edition of GDC, the world's largest and longest-running event for game developers, and you can register right now by visiting the official GDC 2018 website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: VR music tips for the game composer  
by Gamasutra Community [10.18.17]
Strategies for implementing music in VR projects were offered during the Virtual Reality Developers Conference this year, so let's look at some of the best tips.
VR, Audio

Mixed-reality startup Magic Leap secures $502M in funding  
by Chris Kerr [10.18.17]
Magic Leap has spent most of its time working behind closed doors, but that hasn't stopped investors from splashing the cash.
VR, Business/Marketing

Video: A game designer's overview of the neuroscience of VR  
by Staff [10.17.17]
At GDC 2017, game dev vet Noah Falstein offers an overview for VR game designers of the basic neuroscience of immersion, motion, and emotion -- along with practical tips on making better VR/AR games.
VR, Console/PC, Design, Video, Vault

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Upgraded SteamVR Tracking will support 4 base stations in 2018  
by Alex Wawro [10.13.17]
Valve intends to update the new base stations sometime next year so they can work together in groups of 4, covering a play space of up to 10 x 10 meters.
VR, Design

Blog: How will the new Oculus hardware impact devs? 3
by Gamasutra Community [10.13.17]
At OC4, Oculus announced two standalone headsets in the works: Oculus Go and the Santa Cruz prototype. What does this mean for VR devs?
VR, Business/Marketing

John Carmack encourages VR devs to 'embrace the grind' 2
by Alex Wawro [10.12.17]
"It takes more than just 'be bold'," the Oculus CTO said today during a 2-hour presentation at Oculus Connect in which he encouraged VR devs to iterate on, optimize, and polish up their games.
VR, Programming, Video

Heads up, VR devs: Oculus has released its Avatar SDK and Explore API to the world  
by Alissa McAloon [10.11.17]
Speakers at Oculus Connect took some time today to detail what goodies VR developers can expect from the company in the near future.
VR, Console/PC, Social/Online, Smartphone/Tablet

Oculus' 'Santa Cruz' wireless VR headset will have Touch-like motion controllers 1
by Alex Wawro [10.11.17]
Oculus has confirmed that the "Santa Cruz" wireless VR headset it's currently developing will support positionally-tracked gesture-sensing hand controllers, a la Oculus Touch.
VR, Business/Marketing, Video

Oculus + Touch price permanently dropped to $399  
by Alissa McAloon [10.11.17]
Originally debuted for close to $800, the Oculus + Touch bundle has once again had its price reduced.

Oculus Go is Oculus' standalone, $199 VR headset  
by Alissa McAloon [10.11.17]
Oculus Go aims to cover the middle-ground between PC and mobile VR by offering up a $199 VR headset that runs completely on its own.

Blog: Creating a spawning system for VR enemies in Unity  
by Gamasutra Community [10.11.17]
Today we're going to learn how to spawn enemy waves. Currently, our game isn't challenging enough because we only have one enemy. We're going to fix this by spawning waves of enemies to defeat.
VR, Programming