IGDATC Aug 2016 – Introducing Zones of Control

Posted by IGDA Twin Cities on July 26, 2016

Wednesday, August 10, 2016 from 6:00 PM to 9:00 PM (CDT)
Eventbrite - IGDATC Aug 2016 - Introducing Zones of Control

The Importance of Quality Audio in Gaming, and Where to Find It
Dan Musselman

Would Super Mario be the same game without the “coin” sound as Mario plunges head first into a metallic block or without its catchy theme song?  Would Halo be as immersive without its epic soundtrack characterized by otherworldly vocals and haunting strings?  Successful scoring and sound effects not only help support the images on a screen, but it also propels the narrative, helps to define the branding of a game, and makes the gaming experience more vivid and immersive.  This conversation will be a demonstration on the importance of quality sound design, and it will also connect you to resources in the Twin Cities where you can find high-end companies, professional freelancers and aspiring student composers who can contribute to your project.

Dan Musselman is a professional composer and musician in the Twin Cities.  He received his Ph.D. in music composition from the University of Minnesota, is a faculty member at McNally Smith College of Music, and is the in-house composer for the visual media company Fusion Media North.  For more information about Dan, visit www.danmusselman.com.

 

Main Presentation:
Introducing Zones of Control
Pat Harrigan

Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. Pat Harrigan and Matthew Kirschenbaum have now edited a large academic volume that fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, over 60 contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Pat Harrigan will be speaking about the origins, context and contents of Zones of Control, and outlining areas for future study.

Patrick Harrigan edits large academic anthologies about games and new media (Zones of Control, First Person, Second Person, Third Person), occasionally writes fiction (Lost Clusters, Thin Times and Thin Places), and has had other work published by Camden House, Fantasy Flight Games, Chaosium, Pagan Publishing, Gameplaywright, and ETC Press. He performs regularly at spoken-word venues around Minneapolis, notably at the Encyclopedia Show, A Great and Happy People, and the Not-So-Silent Planet cabaret. He also co-hosts the podcast “Get Off My World” (www.getoffmyworld.com), in which he expresses cranky opinions about Doctor Who.

 

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 go 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.

IGDATC July 2016 – Introduction to Speedrunning

Posted by IGDA Twin Cities on June 30, 2016

Wednesday, July 13, 2016 from 6:00 PM to 9:00 PM (CDT)
Eventbrite - IGDATC July 2016 - Introduction to Speedrunning

The mechanics behind maximizing Guitar Hero scores
Daniel Lew

At a professional level, every video game engine requires knowing the rules inside out in order to abuse them for profit. Even a deceptively simple game like Guitar Hero can be manipulated in order to get ahead.

Dan will describe some interesting math and algorithms that can be applied to maximize scores, as well the subtleties of the game engine that people used for points. (Yes, people wrote complex programs in order to solve Guitar Hero!)

Dan Lew is…
…a social media website with severe character limitations. Turn to page 199.
…an Android developer at Trello. Turn to page 15.

 

Introduction to Speedrunning
Tony Ogborn

Tony will be providing a high level introduction to Speedrunning followed by a Mighty Switch Force! Hyper Drive Edition All Hyper Levels speedrun, and will open the floor for a question and answer dialog with people in attendance.

“Tony “TonyOgbot” Ogborn is a local speedrunner that specializes in games developed by WayForward, as well as large variety of other games such as Billy Hatcher and the Giant Egg, Octodad: Dadliest Catch, Pokemon Blue, Hotline Miami, and more. Not only has he participated in marathons such as Summer Games Done Quick, Rookathon, Hayai Kawaii Marathon, Speedrunning General Marathon and more, he also is one of the lead organizers for the Midwest Speedfest, a local speedrunning marathon hosted through 2D Con, the biggest video game convention in Minnesota.

 

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 June 2016: Member Project Night

Posted by IGDA Twin Cities on June 28, 2016

Wednesday, June 29, 2016 from 6:30 PM to 9:00 PM (CDT)

NOTE: 5th Wed this month due to a scheduling confict.

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

 

MN VR and HCI Member Project Night 2016

A lot of new projects and/or new members have been appearing at meetings recently. So, we thought it would be fun to get a quick show and tell on as wide a variety of projects as possible (Not only VR, not only games, etc.)

 

Presentations will be fast (5-10 min timed), and informal – with some type of visuals being mandatory. Recently completed projects, incomplete/WIP, interesting graphics, shaders or HCI experiments are all encouraged.

 

Here’s who’s confirmed so far. Grab a Presenter ticket, and we’ll add you to this list:

 

  • Tony Bruno – Enterprise Constitution Class for Vive
  • Paul Christian – Simple Stereo Drone Video / Thom Yorke’s Face
  • Paul Eckhardt – Beach Ball Vally / Zen Blade / Space Couch!
  • Ryan Foss – It Puts the Ball in the Basket for Vive
  • Martin Grider – Puzzle Prison: a VR puzzle game for PC and mobile
  • Paul Lyrek – Sparky’s Day – Educational Museum Experience
  • Mike Medicinehorse – Trip to the Moon / VR for a convention
  • Zach Wendt – Trampoline VR / 4 Vive controller experiments

 

Eventbrite - MN VR and HCI June 2016: Member Project Night
 

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 Various
8:45 Wrap up, head to Red Cow

 

Presenter Notes:

The Vidku projector has a full-size HDMI only for input for video and audio.  You’re encouraged to put slides, pics or video online – then use the shared PC laptop running chrome.  No thumb drives please.  Video doesn’t need to be great/captured – use your phone.

 

Talks will be strictly timed.  Plan for a 5-7 minute presentation max, including setup.  Previous presenter will do Q&A while you set up.  Run through your presentation once with a clock – don’t be like Zach 🙂

 

If you find yourself wanting to show more stuff, we’re always looking for presenters for our regular format. Do both!

 

 

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 on reliable site like YouTube, Vimeo, etc.)
Your contact info is on the page or in the video.
You were a part of this project, are attending the meeting, and will introduce it.
Check in 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 slightly different format: We aim for smaller group discussions and lots of specific details.

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.

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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Monthly meeting space generously donated by The Nerdery