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September 20, 2020
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Facebook to discontinue Oculus Rift S, will no longer develop PC-only VR hardware  
by Alissa McAloon [09.16.20]
Facebook's VR plans lie in the standalone headset market as the company announces that it is exiting the world of PC-tethered VR hardware.

Embracer Group enters VR market with purchase of Arizona Sunshine dev Vertigo  
by Chris Kerr [09.16.20]
Embracer Group has entered the virtual reality market with the purchase of Arizona Sunshine developer Vertigo Games for an initial €50 million.

Facebook's Oculus Quest 2 leaks ahead of official reveal  
by Alissa McAloon [09.14.20]
Facebook is readying to announce a new VR headset, and while doing so seems to have accidentally leaked a duo of its promotional videos online.

Blog: Designing a thrilling enjoyable arcade experience for VR  
by Gamasutra Community [09.18.20]
Game design student Vincent Trinel takes a deeper look at the design of virtual reality game, Quash.

Oculus Quest 2 launches in October for $299  
by Alissa McAloon [09.16.20]
Facebook's next take on the standalone VR headset is due out next month, and promises new features like built-in hand tracking alongside improvements to core Oculus Quest tech.

Don't Miss: What did the devs of 2009 imagine video games would look like in 2020? 6
by Staff [09.11.20]
Entrants were tasked with naming a game that will be popular or cutting-edge tech in 2020; here's 20 of the most innovative and intriguing submissions pitched over a decade ago.
Console/PC, Smartphone/Tablet

Don't Miss: A look at how different-sized studios approach the challenges of QA 3
by Staff [09.01.20]
We speak to experts from small, medium, and larger game companies to find out how they handle the oft-under-appreciated discipline of quality assurance.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Accessibility in games with AbleGamers' Greg Haynes - GDC Podcast ep. 12  
by Kris Graft [08.27.20]
For Greg Haynes, lead game user researcher at the AbleGamers charity, video games provide experiences that should be available to all people—and that means making them more accessible to people with a wide range of abilities.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC, Podcast

The 'mysterious' Steam algorithm - not that scary? 1
by Simon Carless [09.18.20]
Sure, the Steam algorithm is important to those releasing PC games, but is it really sinister and all-encompassing? Let's get into that.
Business/Marketing Design Production Console/PC Indie VR

Game Dev Digest Issue #62 - AR/VR, Gestures, 2020.2 and more!  
by Mike Marrone [09.18.20]
Game Dev Digest Issue #62 - AR/VR, Gestures, 2020.2 and more! The latest from the free weekly Unity3d/gamedev newsletter.
Design Programming Production Art Console/PC Serious Indie VR

Designing a thrilling enjoyable arcade experience for VR  
by Vincent TRINEL [09.16.20]
A deeper look at the design of the game Quash
Design Indie VR

State of the Industry 2020 & Beyond with Brad Hart and Johan Karlsson | Game Dev Unchained  
by Brandon Pham [09.16.20]
Brad Hart is a Chief Technology Officer & Johan Karlsson is a Senior Consultant at Perforce. We interviewed both Brad and Johan to talk about the recent survey Perforce conducted about the State of the industry with effects of COVID.
Audio Business/Marketing Design Programming Production Art Console/PC Indie VR

What Does Cross-Platform Mean to You? 1
by Neil Schneider [09.15.20]
Last November, TIFCA held it's ecosystem summit to kick off the Client-to-Cloud Revolution - the journey to the next era of computing. Part of this development is a Create Once, Reach All (CORA) mechanism for content developers. Here is our progress!
Audio Smartphone/Tablet Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

Geomagical Labs — Mountain View, California, United States
AR+WebGL 3D Graphics Engineer
AR/VR 3D Graphics Engineer for Future IKEA Experience