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January 23, 2018
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Updates » VR
The GDC 2018 UX Summit seeks your best talks on user experience!  
by Staff [09.25.17]
As GDC 2018draws closer, organizers want to quickly remind you that they're stillaccepting UXSummit talk submissions-- but only until this Friday, September 29th at 11:59 pm Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Video Game Deep Cuts: The Nex Shadow Of The Outsider  
by Gamasutra Staff [09.24.17]
Some of this week's longform article/video highlights include pieces on Nex Machina's intense gameplay, Shadow Of War's Nemesis system, & the latest Dishonored game's choices.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Production, Business/Marketing

'You can feel their pulse fading': How Reaping Rewards tells an emotional story in VR  
by Alex Wawro [09.22.17]
Today at VRDC Fall 2017, Limitless founder Tom Sanocki explainswhat hes learned about the art of making immersive, affecting VR experiences -- and how fellow VR devs could do the same.
VR, Design, VRDC

VR as an effective tool for exposure therapy & phobia treatment 2
by Emma Kidwell [09.22.17]
DuringVRDC Fall 2017in San Francisco today, executive director of Checkpoints Organisation Jennifer Hazel lead a discussion that covered what makes a VR experience effective for phobia treatment.
VR, Design, VRDC

Raw Data devs share their missteps so you won't make them too
by Alex Wawro [09.22.17]
Today were going to tell you everything that went wrong with Raw Data, said Survios design director Mike McTyre, alongside Survios CT Alex Silkin at VRDC Fall 2017 today.
VR, Production, Business/Marketing, VRDC

How presence in VR is beneficial for human research  
by Emma Kidwell [09.22.17]
DuringVRDC 2017in San Francisco today, head of virtual reality and game design at IBM Research Aldis Sipolins lead a discussion about what VR means for human research.
VR, Design, VRDC

Get a job: Mindshow is hiring a VR Software Engineer  
by Staff [09.22.17]
Mindshow is looking for a VR Software Engineer with real-world experience developing AAA games, solid knowledge in the fundamentals of engineering and computer science, and a passion for VR.
VR, Programming

The world is the genre: How devs can make more meaningful VR/MR games 1
by Alex Wawro [09.22.17]
At VRDC Fall 2017, XEODesign chief and game designer Nicole Lazzaro outlines possible futures for VR/AR/MR games -- and walks devs through what they can expect to do to get there.
VR, Design, VRDC

Viveport gifting devs 100% of revenue made over the holidays  
by Chris Kerr [09.22.17]
HTC plans to mark the one-year anniversary of its Viveport virtual reality platform by letting developers keep 100 percent of revenue made from sales during the holidays.
VR, Business/Marketing

How medical care benefits from VR/AR and virtual humans 1
by Emma Kidwell [09.21.17]
During VRDC 2017 in San Francisco today, Director of Research and Development Integration at USC Institute for Creative Technologies Arno Hartholt lead a discussion about immersive medical care.
VR, Design, VRDC

What Cyan learned in taking FMV-rich Obduction from 2D into VR  
by Alex Wawro [09.21.17]
Today at VRDC Fall 2017, Cyan software engineer Hannah Gamiel gave an interesting talk about what the teamlearned in the process -- and how other devs can make use of those learnings.
VR, Console/PC, Design, Production, VRDC

How neuroscience can pave the way for VR's future 1
by Kris Graft [09.21.17]
For Noah Falstein, the future of virtual reality depends not only on understanding the technology and the market, but understanding the fundamental underpinnings of the human brain.
VR, Design, VRDC

Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality 1
by Alex Wawro [09.21.17]
At VRDC Fall 2017 today, Owlchemy's Alex Schwartz and Devin Reimer talked about what they'd learned in making the game, from making death feel comfortable to doing portals the Rick & Morty way.
VR, Art, Design, Production, VRDC

Devs discuss the best practices for creating positive social VR  
by Emma Kidwell [09.21.17]
At VRDC Fall 2017 in San Francisco today, a panel of experienced devs provided insight into how fellow developers can foster a more enjoyable, interactive experience among VR users across all platforms.
VR, Design, VRDC

VR vets share practical advice on making immersive VR worlds  
by Alex Wawro [09.21.17]
At VRDC Fall 2017 in San Francisco today Adam Orth (Adr1ft), Chris Pruett (Robot Invader), Will Smith (Foo Show) and Dirk Van Welden (Space Pirate Trainer) shared advice on making immersive VR worlds.
VR, Design, VRDC

Mobile AR headset maker Mira secures $1M investment  
by Alissa McAloon [09.21.17]
Additionally, the company says the first wave of its $99 dev kits are in the mail.
VR, Smartphone/Tablet, VRDC

VRDC Speaker Q&A: Adam Orth discusses the importance of creating believable VR spaces  
by Emma Kidwell [09.20.17]
Adam Orth discusses the importance of creating believable and immersive VR worlds through 4 unique experiences lenses, products and platforms.
VR, Design, VRDC

Blog: The differences between 2D and 3D design  
by Gamasutra Community [09.20.17]
There is a pretty big jump between creating work for a 2D composition for a once-off design brief and creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
VR, Art, Design

The state of the VR industry: devs weigh in 16
by Rich Moss [09.20.17]
"This is what happens with every technology. People who don't know anything about that technology overinflate the impact that it's going to have, and then when it comes out they're angry because it didn't meet their expectations."
VR, Business/Marketing

Video: 6 ways of leveraging AI to help build content for your game  
by Staff [09.19.17]
At GDC 2017, six experienced game makers from across the industry take the stage together to present six practical ways to implement AI-driven procedural content generation in games.
VR, Console/PC, Indie, Programming, Production, Video, Vault