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VR design principles in RIGS: Mechanized Combat League 2
by Gamasutra Community [10.17.18]
Before heading to Naughty Dog, developer Pete Ellis worked on the PSVR launch game RIGS: Mechanized Combat League at now-defunct Guerrilla Cambridge. Two years later, he looks back on this modern VR effort.
Design

Q&A: A chat with Magic Leap's interaction experts  
by John-Michael Bond [10.11.18]
During Magic Leap's inaugural L.E.A.P. Conference in Los Angeles, we sat down with Brian Schwab, director of the company's Interaction Lab, and Aleissia Laidacker, interaction director, to talk about the future of mixed reality.
Design, Sponsored Article

Video Game Deep Cuts: The Astro Genius, Redeemed  
by Gamasutra Staff [10.21.18]
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

After five years of waiting, Sixense will refund its VR controller Kickstarter backers 1
by Emma Kidwell [10.19.18]
After five years, Sixense is refunding all Kickstarter users who backed the Sixense Stem, a virtual reality motion controller which was first pitched back in 2013.
Production

Learn the ins and outs of FDA approval for VR/AR games at XRDC!  
by Staff [10.19.18]
At XRDC later this month, industry vet Noah Falstein will discuss the challenges of FDA approval for AR/VR games, as well as more general hurdles in creating the latest generation of games for health!
Serious

XRDC Q&A: Owlchemy Labs' Andrew Eiche and Devin Reimer explore VR interactions  
by Bryant Francis [10.19.18]
Devin Reimer and Andrew Eiche of Owlchemy Labs share their thoughts on what's changed in VR interaction design.
Design

SteamVR now supports motion smoothing in beta  
by Alissa McAloon [10.18.18]
The feature aims to help devs compensate for dropped frames in Steam-hosted VR games by anticipating frame jitter and masking those dropped frames.
Console/PC

Blog: Creating Sprint Vector's fluid locomotion technology  
by Gamasutra Community [10.18.18]
Never a developer to shy away from a technical challenge, Survios's second game Sprint Vector was created to tackle an issue persistent in VR since its inception: locomotion.
Design



Resurrect (But Reinvent) The Three Act Structure!  
by David Kuelz [10.22.18]
The Three Act Structure is unloved in games, and there's good reason why, but our distaste for it limits us. Dismissing it out of turn keeps us from understanding what our players need and reinventing structure in a way that works for games.
Design Console/PC Serious Indie VR

Orbit Prediction For VR Dogfighting  
by Mo Ga [10.19.18]
Another little step along the way. This is the second iteration of the orbit flight instrument for Orbital Dogfight. The video is just raw capture.
Programming VR

Kliuless? Gaming Industry ICYMI #8  
by Kenneth Liu [10.19.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing Design Production Console/PC Serious Social/Online Smartphone/Tablet VR

Breaking the VR Speed Barrier: Sprint Vector's Fluid Locomotion Technology  
by Lauren Irvine [10.17.18]
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Design Programming Production VR

How to build worlds and tell stories in VR  
by Michela Rimensberger [10.16.18]
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.
Design Art Indie VR


Skydance Interactive — Marina Del Rey, California, United States
[10.19.18]
AI Gameplay Engineer
Skydance Interactive is looking for an AI Gameplay Engineer to join our studio, open to all levels. In this position you'll be responsible for maintaining and extending major game subsystems, creating and optimizing gameplay elements, and working with the design team to implement ideas while providing technical and creative feedback.

Skydance Interactive — Marina Del Rey, California, United States
[10.19.18]
Jr. Platform Engineer
Skydance Interactive is looking for a motivated Jr. Platform Engineer to join The Walking Dead VR Team . Our ideal candidate is passionate about virtual reality and thrives in a small team environment.

Plastic Wax — Sydney, New South Wales, Australia
[10.19.18]
Lead UE/VR Developer
We seek a veteran VR/UE Blueprint/C++ Developer to Lead our Unreal Department onsite in our waterfront studio in Rhodes, Sydney.

Experius — Culver City, California, United States
[10.16.18]
Unreal 4 Designer/Engineer


Experius — Culver City, California, United States
[10.15.18]
Unreal 4 Environment Artist


Wevr — Venice, California, United States
[10.15.18]
Senior Engineer - Unreal Engine
Wevr is hiring a Senior Unreal Engine Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Shader Engineer
Wevr is hiring a Shader Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Senior Game Engineer
Wevr is hiring a Senior Game Engineer for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Lead Environment Artist
Wevr is hiring a Lead Environment Artist for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time

Wevr — Venice, California, United States
[10.15.18]
Lead Animator
Wevr is hiring a Lead Animator for an unannounced high profile project involving the creation of a location-based entertainment attraction based on one of the best-selling entertainment IPs of all time