E3 2016 Keynotes and All Day Hang Out

Posted by IGDA Twin Cities on June 7, 2016

Eventbrite - E3 2016 Keynotes and All Day Hang Out
Monday, June 13, 2016 from 11:00 AM to 9:30 PM (CDT)
At Glitch HQ and the Viking Bar, Minneapolis, MN

 

IGDA Twin Cities is hosting the 5th annual All Day E3 Social at Glitch HQ near the University of Minnesota in Minneapolis. We’ll have videos from E3 streaming all day long, including live press conferences from Microsoft and Sony. Stop by any time. Bring your laptop and “work”, or just come to hang out, play some games, run some playtests, etc. If a social hangout is more your thing, plan to have dinner and drinks after work at the Viking Bar (located right below Glitch) and hang out there as well.

If you’ve come to our E3 event before, we’re doing things a little different this year. We are not showing videos at a bar/restauraunt so there isn’t food or drink service. However, we’ll have some time between live events for a late lunch, so plan to pack some food, order in or go to a nearby restauraunt. Additionally, you can bring your own drinks (alcohol is ok so long as you’re responsible and legal age). We’ll have a cooler full of ice you can keep them cool in. Between 4 and 8 there are no live press conferences, so if your interested in watching the EA’s or Bethesda’s prerecorded press conferences, we’ll have them playing. Otherwise, plan for dinner at the Viking Bar, socalizing and drinks.Move between the Viking bar and Glitch as you please.

Schedule

The schedule is a little complicated so check out this Google Sheet with a basic timeline.

 

Agenda

There really isn’t one. We’ll have the keynotes on througout the day, but you’re not obligated to watch them.

11:00 am doors open at Glitch and coordinators coordinate and setup, come on by
9:30 pm last keynote ends and we need to leave Glitch, but if enough people are intersted, we’ll move downstairs to the Viking Bar.
2:00 am bar closes

Transportation and Parking

You can get to GLITCH via the 2, 7, 22, Blue, and Green Lines.
The area has metered street parking and ramps. There is some free street parking on 19th Ave.

A note about accessibility: This event takes place on the second floor and there is not an elevator in the building.

IGDATC June 2016 – Developing a Non-Violent 3D Platformer

Posted by IGDA Twin Cities on May 26, 2016

Wednesday, June 8, 2016 from 6:00 PM to 9:00 PM (CDT)
Bloomington, MN
Eventbrite - IGDATC June 2016 - Developing a Non-Violent 3D Platformer

Member Project: Game analytics in Play the Past
Nic VanMeertem – GLITCH

Nic will discuss his work with Play the Past, an augmented reality game at the Minnesota History Center. He used analytics from telemetry data to improve the design of the game and player experience.

Nicolaas VanMeerten is the Co-founder and Senior Programs Director at GLITCH. Nic is a data scientist by trade and his research focuses on studying how people learn in complex multiplayer video game environments.

 

Developing a Non-Violent 3D Platformer
Dev Jana – DevNAri

Newt One is a truly non-violent 3D platformer currently in “mid-beta” by Minneapolis 2-man crew DevNAri. This talk will dive into the evolution of the distinct art style, adaptive music/sound effects systems, and other systems in the game including their implementation and design. Also front and center in this talk will be the ability to make decisions and change direction as needed when working independently.

Co-owners of DevNAri LLC, Ari Carrillo (“President of Visuals and Playtime”, 3D Modeler at Axonom Inc.) and Dev Jana (“President of Code and Noise”, newly relocated back to the Twin Cities to be an instructor at Prime Digital Academy) have been working on Newt One since Jan 1st 2015 on the nights/weekends and are looking forward to releasing Newt one by year’s end.

devnari.com
facebook.com/devnari
@DNAnewtone

MN VR and HCI May 2016: Vive Interaction Design in Unity

Posted by IGDA Twin Cities on May 23, 2016

Please arrive at Vidku before 7!  The door is locked, we have to escort you up.   Thanks to Vidku for being such great hosts!

 

Vive Interaction Design in Unity

Matt Summers – Pixel Farm

Matt will give an introduction of Vive development in Unity, with a focus on common room scale and hand tracking interactions, and making the most of the Vive controllers. The talk will cover:

  • Physical and software setup tips for Vive dev/test in Unity
  • Lighthouse mounting options
  • Vive controller inputs and ergonomics
  • Popular control mappings for common interactions (Pick up, Use, Teleport, etc.)
  • Common ways to handle collisions, controller interpenetration, etc.
  • Overview of SteamVR plugin for Unity
  • Detecting and using different sized play spaces
  • Comparison of 3 libraries: ViveGrip, NewtonVR, and SteamVR Unity Toolkit
  • Tradeoffs with direct object movement vs physics joints/constraints

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Kickoff, Plug My Thing
7:15 Matt Summers
8:45 Wrap up, head to Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!  You will be timed.
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art. Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

IGDATC May 2016 – Living as a Starving Indie

Posted by IGDA Twin Cities on April 29, 2016

Eventbrite - IGDATC May 2016 - Living as a Starving Indie
Wednesday, May 11, 2016 from 6:00 PM to 9:00 PM (CDT)

PAX East and IndieCade Recap

Local game company North Games exhibited their game Chimera Genesis at PAX East. Shanti Pothapragada will share lessons and details from exhibiting thier indie game at a national convention, including budget details, logistics, and demo structure insights.

Time permitting, Zach Johnson will share his experience showing his game Joggernaughts atIndieCade East in New York City.

 

Main Presentation: Living as a Starving Indie

Brent Ruby from Nevenga Games will be discussing his 9 years of work on indie development.Hear about game development as a indie before early access and crowd funding. Covering the creation of Nevenga Games and the sometimes hilarious/tragic bumbling events of the following games:

  • Spellbound Potions, the over zealous first game now being kickstarted!
  • Pinyo Project, the “simple” facebook game that wasn’t so “simple”.
  • and multiple RPG atempts.

Learn from Brent’s experiences and mistakes to avoid cost and wasted time.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

 

Agenda (approximate)

6:00 Snacks and Soda (thanks to the Nerdery!) and socialize.

6:30 Meeting starts. Announcements and Plug My Thing!

6:45 Member Project

7:15 Main Presentation

 

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

MN VR and HCI Apr 2016: “Jobbing in VR” – Designing Room-scale VR

Posted by IGDA Twin Cities on April 13, 2016

Special notes: Our meeting is on Thursday this month.  Also, some group members are demoing on Vive and Gear VR at MinneCade Friday night, during the first day of GLITCHCON.

Please arrive at Vidku before 7!  The door is locked, we have to escort you up.   Thanks to Vidku for being such great hosts!

 

“Jobbing in VR” – Designing a Room-scale VR game for Vive

Ty Burks – Producer/Artist at Owlchemy Labs

Job Simulator is a tongue-in-cheek virtual reality experience for the HTC Vive. In a world where robots have replaced all human jobs, step into the “Job Simulator” to learn what it was like to job. Ty Burks will be sharing development stories spanning the earliest hand-made prototype Vives, being featured in the 4/5 Vive launch bundle, and early post-release impressions.  But, the main focus of the talk will be on lessons learned and best practices for designing a room-scale environment in VR.

The talk will cover:

  • Thoughts on the current state of VR development
  • Adventures with hardware launch, and the first VR gamers
  • Things that make me barf, other than moldy donuts.
  • Object and Interaction design.  Making it fun.
  • Bold statements. Probably.
  • Playtest nightmares to keep you up at night.
  • Exit Burritos and other stories.
  • Other random thoughts. Or just ask some questions about designing games for VR!

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Kickoff, Plug My Thing
7:15 Ty Burks
8:45 Wrap up, head to Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!  You will be timed.
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art. Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

IGDATC Apr. 2016 – Paths: A Druid’s Duel Post-mortem

Posted by IGDA Twin Cities on March 30, 2016

Eventbrite - IGDATC Apr. 2016 - Paths: A Druid’s Duel Post-mortem
Wednesday, April 13, 2016 from 6:00 PM to 9:00 PM (CDT)

GDC Recap

It’s a few weeks after GDC and some talented, local game developes have volunteered to discuss some GDC topics. Additonally, if time permits, we will have an open forum for discussing some of the bigger news events. So bring your favorite stories from GDC – a favorite talk, demo, conversation, big announcement, experiences, hero sightings, questions, etc.

 

Main Presentation: Paths: A Druid’s Duel Post-mortem

It’s no secret that game development involves a multitude of difficult decisions from game inception to final release. Every step you take alters your view and affects latter choices. Only upon review can we see the path for what it was and determine just how good (or bad) our decisions may have been.

Join Kris Szafranski for an honest review of the development and launch of A Druid’s Duel, a turn-based strategy game released on Steam in February 2015.

In this talk we’ll dissect the development and business decisions made and their outcomes around common game development concerns: Game Design, Architecture, Project Management, Marketing/PR, and Community Management.

Kris Szafranski is the owner of Thoughtshelter Games, where he ran a successful Kickstarter campaign and then launched the game A Druid’s Duel on Steam in early 2015.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

 

Agenda (approximate)

6:00 Snacks and Soda (thanks to the Nerdery!) and socialize.

6:30 Meeting starts. Announcements and Plug My Thing!

6:45 Member Project

7:15 Main Presentation

 

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

MN VR and HCI Mar 2016: Intro to UE4 and Vive Development

Posted by IGDA Twin Cities on March 14, 2016

Wednesday, March 23, 2016 from 6:30 PM to 9:00 PM (CDT)
Eventbrite - MN VR and HCI Mar 2016: Intro to UE4 and Vive Development

Please arrive before 7.  The door is locked, we’ll escort you up.   Thanks to Vidku for being such great hosts!

 

Intro to UE4 and Vive Development – Paul Eckhardt

Paul Eckhardt will give an overview of the HTC Vive, SteamVR, and an introduction to VR development in Unreal Engine. Along the way, he’ll include solutions for common issues for new VR projects.

The talk will cover:

  • Creating a sample project in UE4 for SteamVR and HTC Vive
  • Intro to UE4 features like blueprints, materials, and physics
  • Hitting 90FPS in UE4, performance tools and common fixes
  • SteamVR features for apps and users, configuration tips, current hardware compatibility
  • Haptics + Sound + Motion Tracking Possibilities
  • Important practices for Roomscale VR

 

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Kickoff, Plug My Thing
7:15 GDC Summary – Various
7:30 Paul Eckhardt
8:45 Wrap up, head to Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!  You will be timed.
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art.  Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

IGDATC Mar. 2016 – UW-Stout’s Game Design and Development Program Capstone Game Projects

Posted by IGDA Twin Cities on February 25, 2016

Wednesday, March 9, 2016 from 6:00 PM to 9:00 PM (CST)
Eventbrite - IGDATC Mar. 2016 - UW-Stout's Game Design and Development Program Capstone Game Projects

Member Project: UW Stout Game Design and Development Program Introduction

Dave Beck serves as both the Director of the Game Design BFA Program and the Chair of the Department of Design at University of Wisconsin – Stout. Dave will present indroduction materials about the Stout Game Design and Development Program and introduce the student game projects. Dave presented his intractive expereince game, Tombeaux, last year.

Main Presentation: UW-Stout’s Game Design and Development Program Capstone Game Projects

Senior Students from University of Wisconsin-Stout’s Game Design and Development Program will present their year-long capstone game projects. Multiple games will be presented by representatives from teams of artists, designers, and programmers. While the games are not finished *yet*, this will be a perfect chance to get a sneak peek into the development processes behind these games, before they are debuted a month later at the Stout Game Launch from 6-8pm on Wednesday, April 27th in Menomonie (only 60 minutes from the Twin Cities!). For more information, please visit UW-Stout’s Game Design Program web site.

Games that will be presented include

  • EVEREND – a 2D/3D puzzle platformer in which you are an owl trapped underground in a cave, trying to get back to your family
  • BUILDING 37 – a 3D noir-style narrative exploration and puzzle game with a graphic novel aesthetic. You are trying to solve the mystery of what happened in Building 37…
  • SMALL FOLK – a multiplayer co-op game, in which 3 players control the “small folk”, while one player controls a giant “exterminator”, trying to vacuum up the little guys.

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!

  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)

  • Your Contact info is on page or in video.

  • You were a part of this project, are attending the meeting, and will introduce it.

  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

 

Agenda (approximate)

6:00 Snacks and Soda (thanks to the Nerdery!) and socialize.

6:30 Meeting starts. Announcements and Plug My Thing!

6:45 Member Project

7:15 Main Presentation

 

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

MN VR and HCI Feb 2016: VR/HCI projects from GameCraft/GGJ

Posted by IGDA Twin Cities on February 10, 2016

VR/HCI project postmortems from GameCraft / Global Game Jam

Global Game Jam 2016 was another huge success.  Thanks to Glitch and all the voulenteers that made the local GameCraft site run so smoothly with almost 150 participants.  There were 6 projects this year that used VR, mixed reality, or some unusual form of HCI:

We’ll have 5-minute post mortems from each team, and focus the rest of the time on mingling and demos.  Show up on the early side if you want to be sure to try everything.  And, feel free to bring your own portable project if you like.

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

Schedule:

6:30 Social, early demos and pizza – Thanks Vidku!
7:00 Kickoff (no Plug My Thing this month)
7:01 Postmortems
7:30 Demos and mingle
8:45 Wrap up, head to Red Cow

No Plug My Thing announcements to allow for more demo time, back next month.

 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

IGDATC Feb. 2016 – Global Game Jam Recap and Game Post-mortems

Posted by IGDA Twin Cities on February 1, 2016

Wednesday, February 10, 2016 from 6:00 PM to 9:00 PM (CST)
Eventbrite - IGDATC Feb. 2016 - Global Game Jam Recap and Game Post-mortems

Global Game Jam Recap and Game Post-mortems

GameCraft, the Global Game Jam 2016, was a smashing success with 31 games submitted on our jam site. With the 2016 Global Gam Jam still fresh in our minds, come join us for a review discussion and post-mortems. Some teams will talk about their game and their jam expereince. What went wrong, what went right? Learned lessons and fun happenings. A great way to recap the Global Game Jam and see what eveyone spent their 48 hours on.

GGJ16 GameCraft Games Thumbnails

 

If you participated in the jam and would like to talk about your game during the meeting, please register for the “I’ll talk about my game” ticket.

Due to the number of games and limited time and space, this is not a play event.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!

  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)

  • Your Contact info is on page or in video.

  • You were a part of this project, are attending the meeting, and will introduce it.

  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

 

Agenda (approximate)
6:00 Snacks and Soda (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

 

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

About IGDATC

This is the International Game Developers Association (IGDA) chapter for the Minneapolis/St Paul (Twin Cities) metro area in Minnesota, USA. We are an active chapter and usually meet monthly. New visitors are always welcome (with or without IGDA membership).

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