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June 15, 2021
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Updates » VR
Video Game Deep Cuts: The Streets Of Rage-aholic Wasteland  
by Gamasutra Staff [05.02.20]
Lots of great things to see this week, from Streets Of Rage's surprising comeback to an Animal Crossing talk show & far beyond.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC Summer is going fully digital  
by Staff [04.30.20]
While GDC organizers look forward to meeting again in person as soon as possible, this August's GDC Summer will be transformed into an all-digital event in order to best serve our community.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

SuperData trims $1.4B off 2020 XR revenue projections as COVID-19 impacts supply  
by Alissa McAloon [04.27.20]
Industry analyst SuperData has lightly adjusted its XR revenue projections for 2020, ultimately lowering this year’s expectations due in no small part to COVID-19.
VR, Business/Marketing

Video Game Deep Cuts: XCOM's Cloudpunk Industries Of Titan  
by Gamasutra Staff [04.25.20]
The latest piece rounding up the week's notable writing and videos in games includes pieces on new games from Cloudpunk to Industries Of Titan, plus a bunch of neat historical writing & research.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Making your game look beautiful on the Oculus Quest  
by Staff [04.24.20]
Funomena's Allena Hail shares techniques for creating art and rendering pipelines which perform well on the Oculus Quest but still achieve a game's visual target.
VR, Design, Video

Games, psychology, and UX with Celia Hodent - GDC Podcast ep. 8  
by Kris Graft [04.22.20]
For Celia Hodent, a psychology PhD, author, and freelance user experience consultant whose credits include Fortnite, Assassin's Creed games, and more, UX is everywhere.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Podcast

Magic Leap lays off staff in bid to 'adapt to new market realities' 4
by Alissa McAloon [04.22.20]
CEO Rony Abovitz doesn't share how many people are included in those layoffs but says the wave of staff reductions touch "every level of our company, from my direct reports to our factory employees."
VR

Video Game Deep Cuts: Chex Quest... Chex Out?  
by Gamasutra Staff [04.19.20]
The latest picks for the top writing, video & news of the week include a great Outer Worlds doc, the return of Chex Quest, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Oculus Connect shifts to digital as Facebook extends in-person event ban into 2021  
by Alissa McAloon [04.17.20]
Facebook is extending its internal ban on gatherings and business travel through June 2021 due to the ongoing pandemic, pivoting some of its usual on-location events to digital shows as a result.
VR, Social/Online

A quick guide to international remote teams in game dev  
by Rowan McDonald-Nyland [04.16.20]
Gameloft game designer Rowan McDonald-Nyland shares lessons learned in working across time zones, as well as advice on addressing the challenges and opportunities of international game development.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Video Game Deep Cuts: The Animal Crossing Minutes 1
by Gamasutra Staff [04.12.20]
The latest Video Game Deep Cuts roundup of the best writing & videos includes Disaster Report 4, Animal Crossing shenanigans, Mount & Blade II, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Designing around panic in The Walking Dead: Saints & Sinners  
by Aron Garst [04.08.20]
"We wanted you to be on the razor's edge of death at all times, that's what makes survival horror good," says The Walking Dead: Saints & Sinners director Todd Adamson.
VR, Design

How height, audio cues, and trust sculpted VR locomotion in Half-Life: Alyx  
by Alissa McAloon [04.06.20]
Creating comfortable and believable movement for players in virtual reality is one of those game development puzzles where there isn’t a one-size-fits-all answer
VR, Console/PC, Design, Video

Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

With Half-Life: Alyx out, Valve shifts focus to its Hammer level editor  
by Alissa McAloon [04.01.20]
Hammer, which might end up being the world's only taste of Source 2 devtools, was originally planned to release alongside Alyx in March, but mention of it was noticeably absent on launch day.
VR

What happens when an outbreak ruins your game announcement plans?  
by Aron Garst [04.01.20]
Sabotage Studio's Thierry Boulanger opens up about how the success of The Messenger allowed the studio to start in on Sea of Stars, and the impact COVID-19 has had on the game's development.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Niantic acquires 6D.ai to help map out the entire world for AR  
by Alissa McAloon [03.31.20]
Niantic has acquired 6D.ai, a move meant to further the Pokemon Go-maker’s goals of developing a robust, developer friendly augmented reality platform and enabling planet-scale AR experiences.
VR

Tencent and Huawei are working on a mobile cloud gaming platform  
by Chris Kerr [03.27.20]
Chinese tech companies Tencent and Huawei have partnered up to develop a mobile cloud gaming platform.
VR, Console/PC, Smartphone/Tablet, Programming, Business/Marketing

Unity offers up free game dev courses and tutorials during coronavirus pandemic  
by Alissa McAloon [03.25.20]
Unity is opening up three months' worth of premium access to its Unity Learn platform to give learning resources to Unity-curious developers cooped up at home during the ongoing COVID-19 coronavirus pandemic.
VR, Console/PC, Smartphone/Tablet, Indie, Programming

How Lair of the Clockwork God blends the world of platformers and point-and-clicks 1
by Jack Yarwood [03.25.20]
Size Five Games founder Dan Marshall discusses the strange twists and turns of the studio's approach to designing its adventurous new point-and-click-meets-platformer Lair of the Clockwork God.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design