IGDATC Apr. 2017 – The Rift Between ZeniMax and Oculus

Posted by IGDA Twin Cities on March 23, 2017

Eventbrite - IGDATC Apr. 2017 - The Rift Between ZeniMax and Oculus
Wed, April 12, 2017 6:00 PM – 9:00 PM

If you’re paying attention, this might look like a duplicate meeting announcement. Due to a scheduling mistake, last month’s main presenter was moved to this month.

Music Theory for Devs: Basics for Non-Composers
Troy Strand

Do you find yourself unable to express the musical ideas for your game? Want to save time and money when talking with your composer? Come listen to Troy Strand discuss the building blocks of music, helpful hints to get the exact sound you’re looking for, and how to communicate with the composer you’ve hired for your next big hit!.

The Rift Between ZeniMax and Oculus, and What It Means for the Future
Brent Lorentz

February’s jury decision ordering Oculus to pay half a billion dollars to game company ZeniMax finds developers, game executives and hardware designers wondering what could come next. Among charges of violating a non-disclosure agreement, misappropriating trade secrets, copyright infringement and other allegations, the lawsuit poses real implications for players in an industry that is as collaborative as it is secretive.

Join Brent Lorentz as he walks us through the details of the case, how the charges came about, and highlights how the case has the potential to significantly alter the VR gaming landscape.

Brent Lorentz is a litigation shareholder with Winthrop & Weinstine, representing clients in complex litigation matters. He has a personal passion for the video game, game development and gaming industry, especially where it intersects with intellectual property and business law. He also frequently blogs about gaming topics and the law via Winthrop & Weinstine’s award-winning DuetsBlog.

IGDATC Mar. 2017 – GDC Review

Posted by IGDA Twin Cities on February 23, 2017

Wednesday, March 8, 2017 from 6:00 PM to 9:00 PM (CST)
Eventbrite - IGDATC Mar. 2017 - The Rift Between ZeniMax and Oculus

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.

 

IGDATC Feb. 2017 – Global Game Jam Recap and Game Post-mortems

Posted by IGDA Twin Cities on January 27, 2017

Register at Eventbrite

Global Game Jam Recap and Game Post-mortems

GameCraft, the Global Game Jam 2017, was a smashing success with 31 games submitted on our jam site. With the 2017 Global Game 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 experience. What went wrong, what went right? Learned lessons and fun happenings. A great way to recap the Global Game Jam and see what everyone spent their 48 hours on.

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. Glitch is hosting a Gamecraft games play event called PLAY PARTY. It’s Saturday January 28th, 6pm – 10pm at Modist Brewing Company.

 

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!
  • Related to games, gaming and or game development in some way. (Exceptions can be made, but please consult us first.)
  • 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 Pizza and drinks (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.

 

 

Other Happenings and Announcements

Game Dev Day An event for parents and kids to explore making game design, art, code, sound, game testing, and more. February 11, 2017 1pm – 4pm at The Works Museum

IGDATC Jan. 2017 – 25 Years of Game Development in Fly Over Land

Posted by IGDA Twin Cities on January 3, 2017

Eventbrite - IGDATC Jan. 2017 - 25 Years of Game Development in Fly Over Land
Wednesday, January 11, 2017 from 6:00 PM to 9:00 PM (CST)

 

The Global Game Jam Is Coming, Jan 20-22!

Let’s talk about the Global Game Jam, and the local site Gamecraft. We’ll give a quick synopsis of the GGJ and discuss the upcoming event. We’re happy to be partnering with GLITCH again this year at the second annual Gamecraft, GLITCH’s locally hosted site for the 48-hour Global Game Jam. Registration is open now. We hope to see you there!

25 Years of Game Development in Fly Over Land
Ken Paterson

Ken Patterson, President of Big John Games will be discussing his involvement in game development. Starting as a hobby in 1981 making games for the Apple II then making the big move to full time game development in 1991. Taking on console development in 2006.

Ken will be sharing experiences in the early years of game development 1980’s, building a development studio in the 1990’s, struggles of the early 2000’s, focusing on consoles (Nintendo, XBOX) in 2006. Self publishing on consoles starting in 2008 and continuing self publishing.

Ken and his studio have created properties for Disney, Activision, Mattel, Marvel, Viacom, GT Interactive, Scholastic, and many more companies. Games created by Big John Games are sold in North America, Europe and Japan. Big John Games has forged a lasting partnership with Arc System Works of Japan, allowing BJG to sell it’s game Japan.

Come ready for a fun history lesson in how a little studio in Fly Over land, designed and built games for the big boys of the video game industry and is now competing head to head with them.

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!
  • Related to games, gaming and or game development in some way. (Exceptions can be made, but please consult us first.)
  • 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 Pizza and drinks (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 Nov 2016: Mixed Reality Recording, UX in VR

Posted by Martin on November 30, 2016

Two shorter talks this month!  Matt Summers and Tommy Sunders from Pixel Farm share their recent learnings successes, and fun failures with Mixed Reality video recording and User Interface/Interaction design for VR.

 

Mixed Reality Video Production

How do yo show Virtual Reality to someone who’s never experienced it? MR becoming a very popular way to sell VR, but there’s still a major lack of tools. Learn about Pixel Farm’s early experiments and new/upcoming techniques looking to make MR more accessible to developers and streamers.

moontennis02b-2

UX in Virtual Reality

Eatable interfaces, teleportation, flying cats, and magic helmets – Welcome to the wild west of virtual reality, where traditional menus are usually the worst option and there are no established best practices. Less that a year into commercially available VR, what are the emerging trends in UX and interaction design?

 

Schedule:

6:30 Social, setup and soda – Thanks space150!
7:00 Kickoff, Plug My Thing
7:15 Presentations begin
9:00 Wrap up, head across the street to The Monte Carlo

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.

IGDATC Nov. 2016 – A Vast Treasure Trove

Posted by IGDA Twin Cities on October 27, 2016

Wednesday, November 9, 2016 from 6:00 PM to 9:00 PM (CST)
Eventbrite - IGDATC Nov. 2016 - A Vast Treasure Trove

Member Project
Story Time with Zachary Johnson

Gather round for story time with Zachary Johnson. This time, there will be travel tales from Fantastic Arcade, Pixel Pop, and IndieCade. The thick is guaranteed to plotten with news of NESpectre and Joggernauts.  And stay tuned for a big reveal involving Tommy Sunders, Robert Frost, and a mace from outer space!  Anything could happen.

 

A Vast Treasure Trove
Patrick Leder

From its early days as a modest work in progress to a success, Vast has gone through many changes. As a board game designer Patrick faces a unique set of challenges. He will discuss transparency in design, flow, and play balance, in terms of the development of Vast. In addition, he’ll talk about the technical process of creating a game and all of the people involved.

Patrick Leder runs Leder Games, a Board games micro-publisher that makes exciting, socially conscious games. They’ve published the rummy style card game Trick or Treat, and their newest title is Vast, the ultimate asymmetric cave-crawler board game. Sometimes working on Vast full time, Patrick is currently working part time in the Hennepin county Public Defender IT office doing help desk and development work as needed.

MN VR and HCI Oct 2016: VR Conferences and PSVR Launch

Posted by Martin on October 26, 2016

October is a huge month for VR with launches of PSVR, Google Daydream and Oculus Touch, and also several big conferences.  We’ll blast through the big announcements, videos, new hardware and demo impressions and favorite stories from each – with a strict 20 minute countdown timer for each topic/discussion.  Extended conversations encouraged at the bar afterwards.  All sections are covered, but we’d still like to add a couple different viewpoints.

 

Here’s our topics, and examples of what you can expect to hear about.  We’ll have some (time limited) Q&A for each section.

Oculus Connect 3 – Bryn Erickson, Mark LaCroix, Zach Wendt

Announcemens, favorite demos, learnings and meetings, impressions of Touch, all the new tech and SDKs…

Google Daydream – Marc Jensen, TBD?

Daydream overview, Hands-on impressions of the new headset and controller, SDK info(?)…

Future of StoryTelling – Marc Jensen

Event overview, favorite takeaways, visionaries and their tech demos…

PSVR Launch – Martin Grider, TBD?

HW/SW impressions, supported configurations, launch details, favorite titles and biggest disappointments, quick comparison to Vive/Rift/GearVR…

Steam Dev Days – Paul Eckhardt, Mark LaCroix

Announcements, favorite demos, learnings and meetings, impressions of the prototype hand controller…

 

IGDATC Oct. 2016 – All Your Crates Are Belong To Us

Posted by IGDA Twin Cities on October 5, 2016

Wednesday, October 12, 2016 from 6:00 PM to 9:00 PM (CDT)
Eventbrite - IGDATC Oct. 2016 - All Your Crates Are Belong To Us

Member Project
Verdant Skies Development Update

Verdant Skies grew out of a love for games like Harvest Moon and a desire create something special with modern gameplay and deep storytelling. We’ll hear some development highlights from the team. Andy Korth will give a programming update. Troy Strand, and Topher Pirkl will talk about music and sound design. We’ll hear an art direction summary from Lizzy SiemersBeth Korth will discuss the narrative design direction. The team will finish up with a special surprise announcement, so don’t miss it!

 

All Your Crates Are Belong To Us
Dev Jana

Through the lenses of modern expectations of games, flow state, and foundational game design principles, we’ll explore the challenges of moving games into the future while attempting to not alienate the general public. All while keeping the industry’s dedicated fanbase from spinning into boredom. This participatory session will include real world examples as well as a classic game case study from the 8-Bit era that stands out as a terminal endpoint for a game genre.

The last decade or so has seen Dev making and teaching games, interactive web projects, and mobile apps across the US. Currently an Instructor at Prime Digital Academy and President of Code and Noises with Twin Cities based indie game manifesting DevNAri LLC, Dev has also taught Game Design and Development in numerous colleges across the US as well as being a speaker at events such as MinneBar, IndieCon (Burlington, VT), and the Independent Games Conference West (Los Angeles) and has previously presented his current project Newt One at IGDATC this past June.

 

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 Pizza and drinks (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 Aug 2016: Nvidia Flex and Flow for VR

Posted by IGDA Twin Cities on September 23, 2016
Wednesday, September 28, 2016 from 6:30 PM to 9:00 PM (CDT)
Minneapolis, MN | space150

Eventbrite - MN VR and HCI Aug 2016: Nvidia Flex and Flow for VR

NOTE: Please try to arrive at the 3rd Ave entrance between 6:30 and 7.  You’ll be escorted to the elevator.

 

Nvidia Flex and Flow for VR – Paul Eckhardt

Paul did a quick Nvidia Flex VR prototype for our October social/demo event. It had a really unique feel, and generated a lot of discussion and questions afterwards. If you missed his demo, you can check out Flex in NVidia VR Funhouse for Vive.

This month, Paul’s going to get us all up to speed on the Nvidia Flex and Nvidia Flow physics simulators, and how they can be used in VR.  The talk will cover:

  • Nvidia Flex overview and uses for soft and rigid bodies, cloth, ropes, liquids and bacon
  • Nvidia Flow overview and uses for smoke and fire
  • Hardware and performance considerations
  • VR-specific rendering, interaction design, and performance considerations.
  • UE4 integration and Funhouse mods

Parking:

There is nearby street parking and surface lots on 2nd Ave.  Ramp C is also close.

 

Schedule:

6:30 Social, setup and soda – Thanks space150!
7:00 Kickoff, Plug My Thing
7:15 Paul Eckhardt
8:45 Wrap up, head to The Monte Carlo

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.

MN VR and HCI Aug 2016: Social and Demos

Posted by IGDA Twin Cities on

NOTE: Please try to arrive by 7:30.  The front door will be locked.  We’ll staff it until 7:30, or a bit later.

It’s time for another MN VR and HCI social and demo night!  Huge thanks to Brightstone VCfor hosting, and BiteSquad for catering.  Join us for great conversations stimulated by VR/AR/HCI demos from local developers and enthusiasts.

Official demo list is below.  But, we still encourage anyone to bring their mobile VR and show off their work, or just try some networked GearVR with others, etc.  We’d love to show your work or unique hardware in the future – please get in touch.

  • Hybrid Medical Animation: Latest Demos/Videos on Vive, Oculus and GearVR
  • Martin Grider: Puzzle Prison on Cardboard
  • Paul Eckhardt: Something amazing on Vive and two Titan Xs
  • Pixel Farm: Two new Vive demos
  • Realvision: Virtual home tours on GearVR and Cardboard
  • Roomera / Rêve Academy: student designed retail space for youth, by youth. VR by Roomera
  • space150: Vive demo and recent 360 video projects for mobile VR
  • UW Stout: Oculus game prototype and/or 360 video version on Cardboard
  • Visual: High-bitrate version of favorite 360 videos on GearVR and Cardboard
  • VRChat: Bowling Night! Try it on a Vive at the event, or join us virtually Event Details
  • Zach Wendt: Wearality Sky 150 degree FOV Cardboard viewer. Bring your giant-est phone to test!

 

Parking:

Parking in Ramp B is $2 for the first 30min + $1 per 30 min thereafter. There’s also a parking lot directly across from our office, Butler Park, and their flat rate is $8.00 after 7:00p.

 

Schedule:

6:30 Demo setup
7:00 Guests arrive, Demos start.
9:30 Teardown. Head downstairs to the 508 Bar

 

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.

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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Thank You to Our Sponsors

Web hosting donated by Abstract Puzzle
Monthly meeting space generously donated by The Nerdery