Meeting Date Changed Reminder

Posted by IGDA Twin Cities on May 10, 2017

Monthly IGDATC meeting is next Wed., May 17th.

Meeting Date Reminder, Not our normal Wednesday. It’s May 17th 2017.

Joint IGDATC and MN VR&HCI May 2017 – Adaptive Audio

Posted by IGDA Twin Cities on May 4, 2017

Note: this meeting is a joint meeting for both IGDATC and MN VR&HCI.  It’s a week later than the normal IGDATC monthly meeting.

Eventbrite - Joint IGDATC and MN VR&HCI May 2017 - Adaptive Audio
Wednesday, May 17, 2017 from 6:00 PM to 9:00 PM (CDT)

Game Design for HoloLens
Zach Wendt

The current HoloLens is aimed and priced only for business adoption.  So, a profitable game market doesn’t exist. But, the totally unique hardware capabilities (and limitations) have already given rise to game designs and interactions that aren’t possible in VR, or AR on devices like phones or Tango.  So, think of this more of a preview of the future – when these capabilities start showing up in more affordable devices late 2017 and 2018.

Adaptive Audio: What Video Games and The Performing Arts Can Learn From Each Other
Benji Inniger

Video games and the performing arts have a lot to offer audiences. One of the aspects that makes them unique is the use of adaptive audio and music. Video games have many strengths that could benefit theatre audiences and visa versa. This session will explore audio design strategies that can capitalize on the strengths of each of these art forms to create compelling and immersive audio design.

Benji Inniger is a composer and sound designer from North Mankato. His theatre design experience includes Des Moines Metro Opera, Minnesota Jewish Theatre Company, Cincinnati Playhouse in the Park, The Guthrie Theater, The Eugene O’Neill Theatre Center, Trinity Repertory Company and Brown University. He also works as a a freelance video game and media composer and sound designer and Associate Professor of Theatre at Bethany Lutheran College.

 

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
7:30 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

GLITCH is hosting GlitchCon for its fourth year this May 5 – 7, 2017!

Check out other local happenings at Ice Cold Games.

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.

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…

 

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.

MN VR and HCI Jul 2016: 360 Video

Posted by IGDA Twin Cities on

NOTE: Venue change!  Space and soda generously provided by space150  Please try to arrive at the 3rd Ave entrance between 6:30 and 7.  You’ll be escorted to the elevator.

 

360 Video – Chuck Olsen and Martin Grider of Visual

What’s the next-best thing to being at a concert, sporting event, or beach? The answer is increasingly 360 video, also known as VR video. Minneapolis’ own Visual has produced 360 video experiences for clients ranging from media companies (MPR, StarTribune, Washington Post, Twin Cities PBS) to sports teams (MN Timberwolves, MN Lynx) and more (Mall of America, Newborn Foundation, U of M). But content alone is not enough! We’ve built a 360 video platform that includes VR apps for iOS/Android with Cardboard compatibility, and a dashboard for customers to update and manage their 360 content.

 

We’re happy to share an overview of 360 video production and app development, with an emphasis on our first public platform customer: Rhapsody VR

  • Overview of 360 video capture, and the challenges
  • 360 post-production: Syncing, stitching, editing and effects
  • 360 distribution: YouTube, Facebook, Visual’s mobile apps
  • Challenges and victories of developing 360 video apps in Unity
  • Sneak peek at some cool 360 videos we’ve produced

 

Here are a few 360 videos we’ve produced – check them out in Cardboard!

Robert Ellis performs “California” at the Turf Club
Step Inside Mall of America
Minnesota in 360º

 

Parking:

There is nearby street parking and surface lots.  Ramp C is also close.

 

Schedule:

6:30 Social, setup and soda – Thanks space150!
7:00 Kickoff, Plug My Thing
7:15 Chuck Olsen and Martin Grider
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 June 2016: Member Project Night

Posted by IGDA Twin Cities on

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

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

 

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.

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.

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.

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