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.

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.

IGDATC Sept 2016 – Working in the Games Industry

Posted by IGDA Twin Cities on August 31, 2016

Eventbrite - IGDATC Sept 2016 - Working in the Games Industry

The Nerdery
Wednesday, September 14, 2016 from 6:00 PM to 9:00 PM (CDT)

Member Project
Brock Thompson

NanoSeed Production Company is finally in full production! We are making a film and also want to develop a new engine for making Interactive Augmented Reality Pop-Out Book comics and stories, with potential to branch the technology into digital card games and education/instruction.

 

Working in the Games Industry
Joshua Seaver

Joshua Seaver will informally present personal reflections and anecdotes of working for the last several decades at some of the most influential companies and institutions in the education, games, film and animation industries: from Minnesota to Australia to Texas to California and back again. With a focus on trends and behaviors he’s observed with our relationship to technology, he’ll specifically share an intimate glimpse (with a nod to the irony of being a game developer) into his family’s journey of growth surrounding his teenage son’s problem behavior with video games.

Joshua worked for half a decade at Academy Award winning Pixar Animation Studios in Emeryville, California, collaborating across the studio on Presto: Pixar’s in-house, movie making software. Bookending his Pixar experience, Joshua was involved in two creative technology startups; as an art director and experience designer for San Francisco-based Weaver Labs, a predictive storytelling tool for the Apple Watch; and as a co-founder of Austin-based GameSalad, a platform democratizing game development for iPhone, iPad and the Web. From 1996-2006, Joshua was a new media manager/developer and an informal art & technology educator for the Science Museum of Minnesota. He is currently a lecturer in Animation, Film and Game Development for the Minneapolis College of Art and Design and the University of Wisconsin-Stout. He received a B.A. with a focus on fine art from Macalester College, and a Masters from Carnegie Mellon University in Entertainment Technology.

 

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.

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.

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).

Follow me on Twitter

Thank You to Our Sponsors

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