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October 31, 2014
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October 31, 2014
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Developing Dead Rising 3's SmartGlass companion 3
by Gamasutra Community [11.01.13]
Senior designer Brent Arnst provides an inside look into the development process of the integrated SmartGlass Companion app for Capcom Vancouver's upcoming Xbox One exclusive, Dead Rising 3.
Console/PC, Smartphone/Tablet, Design, Production, Advanced Input and Output

Virtual reality control rundown: Leap Motion, Wii Remote, and beyond 3
by Gamasutra Community [11.01.13]
Indie team Beltfed Interactive has experimented with several different controllers for virtual reality games on Oculus Rift, and in this post the devs run down what they are and how well they work.
Console/PC, Indie, Programming, VR, Advanced Input and Output

Peering into the future of augmented reality games Exclusive 8
by Christian Nutt [11.01.13]
Google Glass, CastAR, and Meta -- three different wearable devices that augment and enhance reality. These devices open up new potential for games. We speak to their creators to find out how.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive, VR, Advanced Input and Output

Blog: 6 ways 3D audio can expand game experiences 9
by Gamasutra Community [11.01.13]
Advances in 3D audio could actually fundamentally enhance game experiences. As part of Gamasutra's Advanced I/O week, GenAudio's Michel Henein takes a closer look at how.
Console/PC, Audio, Advanced Input and Output

Blog: Do we need 4K resolution for immersive VR? 11
by Gamasutra Community [11.01.13]
Oculus' Palmer Luckey has gone on record saying that resolutions need to increase past HD for VR to truly look seamless. This blog post explores the issue in some depth.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, VR, Advanced Input and Output

How Double Fine prototypes for new types of control 1
by Gamasutra Community [10.31.13]
Patrick Hackett and Drew Skillman, the San Francisco studio's "Department of Future Technology," explain its experiments with Leap Motion and Kinect, in the context of its overall prototyping ethos.
Console/PC, Indie, Design, Advanced Input and Output

Q&A: Google Glass and the future of geo-location game Ingress Exclusive  
by Christian Nutt [10.31.13]
Google's Brandon Badger tells us plans for the company's geo-location game Ingress, and how it may tie in with the company's Google Glass wearable technology.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, Advanced Input and Output

Biofeedback and video games: What does the future have in store? Exclusive 2
by Mike Rose [10.31.13]
Is implementing biofeedback in your games a viable option? As part of Gamasutra's Advanced I/O Week, we spoke with notable people in the field of biofeedback to get their take on whether it's a space worth exploring.
Design, Exclusive, VR, Advanced Input and Output

Quit playing games with my heart: Biofeedback in games 8
by Gamasutra Community [10.30.13]
Biofeedback can be an integral part of game design -- so writes Erin Reynolds, whose Nevermind uses it to help players work through scary situations. Here, she explains how.
Console/PC, Indie, Design, Advanced Input and Output

Harnessing the power of motion control in video games Exclusive 1
by Mike Rose [10.30.13]
Developers behind titles such as Dance Central, Dropchord and Kinect Star Wars explain what to do, and what not do do, in motion-controlled games.
Design, Exclusive, Advanced Input and Output

Chasing the 'holy grail' of the video game holodeck Exclusive 2
by Kris Graft [10.30.13]
Full-body immersion into a virtual world is the stuff of dreams. The developers behind Project Holodeck and Turbo Tuscany are chasing that dream, and learning a thing or two along the way.
Design, Exclusive, VR, Advanced Input and Output

8 tips for better motion control, according to Harmonix Exclusive 1
by Mike Rose [10.29.13]
From its early Karaoke titles, to its massively popular Rock Band series, Harmonix is always looking at new control methods that increase social interaction among players.
Console/PC, Business/Marketing, Exclusive, Advanced Input and Output

Best practices for VR, from seven devs working with the Oculus Rift Exclusive 2
by Kris Ligman [10.29.13]
Gamasutra speaks with seven developers working with Oculus VR's next-gen peripheral to get a sense of the unseen hurdles of virtual reality and how best to address some of its unique challenges.
Console/PC, Indie, Design, Exclusive, Advanced Input and Output

5 questions for the future of virtual reality games Exclusive  
by Leigh Alexander [10.28.13]
Many design trends emerge out of a desire to fulfill a fantasy like virtual reality, but without proven forethought, they risk becoming expensive fads.
Console/PC, Design, Exclusive, VR, Advanced Input and Output

Advanced I/O Week kicks off on Gamasutra  
by Kris Graft [10.28.13]
Today marks the beginning of another themed week on Gamasutra this time focusing on the advanced video game input/output systems of the future.
Design, VR, Advanced Input and Output

Google's game chief has your guide to designing for Google Glass 12
by Gamasutra Community [10.28.13]
In this deep and detailed look, Google's Noah Falstein walks through the potential and the constraints of developing for the tech giant's wearable computer.
Smartphone/Tablet, Design, Advanced Input and Output