GDEX 2017

GRID Lab staff spent the entire weekend in Columbus for the Ohio Game Developers Expo this week. The booth on the exhibition floor was a combination of Scripps College of Communication and GRID Lab projects. Austin Drozin and Alex Rossin were there to talk about their recent release, “Gone Wandering,” and a demo of Will Gray’s “ZVR” was being shown in virtual reality. Various 360 video projects completed by the staff were also available for viewing. Lab director, John Bowditch came with information about Scripps MFA program, and the booth had plenty of free things to take, including personal VR headsets for your phone.

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The GDEX expo floor was filled with Indie game developers, artists, schools and various visual effects companies from across the state. Each had their own products and projects to promote. Outside of the floor, there were talks with industry professionals strewn throughout each of the three days.

GDEX is comprised of exhibitors, speakers and vendors. Exhibitors range from artists to game developers – anyone who has a cool product to show off. Many came with either finished games or games in the beta stage, but many others were displaying their art, VR applications, and any other tech used to make games. Multiple colleges were in attendance to recruit incoming students, and the extensive list of exhibitors and vendors forced the convention into a larger space this year. For only being around 5 years, Ohio game dev communities are coming together more than ever to support each other and witness their peers’ success.

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Insightful talks from GDEX speakers were positive, but realistic about entering the world of game development as a recent Midwestern grad. The industry isn’t exactly booming in Ohio, but there is no shortage of hope from successful speakers who have made a name for themselves and their companies. Wade Barnes, a YouTuber with over one million subscribers was in attendance. Barnes had his humble start in Cincinnati, Ohio, in 2012 playing Minecraft. He now travels the country, and even the world, for conferences and collaborations with his YouTube gaming community. Other speakers included: Seven Siegel, executive director of Global Game Jam; Jesse Cox, voice actor/entertainer/creator of YouTube Red eSports comedy series; Justin and Travis McElroy, creators of “My Brother, My Brother, and Me” podcast; and many more.

Exhibiting or speaking at a state developers expo is the first step for a lot of aspiring artists and programmers. For many, it is the beginning of a long networking process that will hopefully lead them to where they want to be in their careers. Business cards were plenty, and the support for fellow Ohioans working towards their goals was obvious. Exhibitors were warm and welcoming toward anyone with an interest in their craft, and as Multivarious Games’s Chris Volpe said at the Business of Games Summit, Ohio is a tight-knit community that should be taking advantage of that. The cities here talk to each other unlike any other state, and GDEX is an important medium for building lasting connections.

 

Business of Games Summit Recap

Thursday marked Ohio University’s first annual Business of Games Summit. The summit was an immense success, with over 800 people in attendance throughout the day. From 10:30am-7, guests were treated to panels, an expo floor, a case competition, and individual speaker talks.

Opening remarks were given by Chris Volpe, CEO of Multivarious Games and Co-founder of the Ohio Game Developer’s Association. In his speech, Volpe touched on many points, from the immense growth of gaming culture to what games mean in terms of how society functions today. “We don’t need people to play games or love games. We just need them to respect the industry,” Volpe remarked. This is how professionals who design games for a living will be taken seriously. Respect for their craft will lead to a flourishing industry. After becoming increasingly more unhappy in his medical career, Volpe decided to take the plunge into game development, and now feels incredibly fulfilled in his creative career. He is doing things that make others happy and says the key to success is helping each other succeed. “It doesn’t look like any other state is doing what we’re doing in Ohio,” says Volpe after attending GDC in San Francisco. This is how we know we are on the cusp of a great boom in the entertainment world. No other state represented at GDC was showing as much promise as Ohio.

Game development hubs like Cincinnati, Columbus and Cleveland connect with each other to share the resources needed to make great games, and build each other up to ensure success. Other states are more competitive and focus on a world where one city must come out on top. The tone of Volpe’s speech was centered around the Midwest becoming an increasingly more important part of the game development scene, and the Ohio Game Developers Expo has shown that importance over the last 5 years, with attendance growing from under 1,000 attendees to hopefully over 4,000 this year. Chris Volpe, like many others, believes in the power of games. As the industry continues to expand to accommodate virtual and augmented reality, there is no end in sight to the world’s love of games.

The first panel, “A Developer’s Roadmap” was moderated by GRID Lab student, Austin Drozin. Panelists were Phil Tibitoski, creator of popular game “Octodad”; Joe Wilmon, Developer Relations Manager at Unity; Karl Henkel, creator of Pro-builder for Unity; and Reed Erlandson, co-founder of TopStitch Games. The theme of this panel was an elaboration on what it takes to make a game, along with the hardships and successes of doing so. After listening to each panelist, it was clear that creating a game your audience will love is no walk in the park. As Joe Willmon said, “When you get to the end of making a game, you HATE that game.” Endless hours go into perfecting and marketing your product. Sometimes, developers get lucky and their game goes viral, acquiring thousands of downloads, and other times it isn’t so cut-and-dry. During his creative process, Phil Tibitoski always paid attention to what made sense for the game. He had a clear vision, and was ready to prove it would work. He remarks: “There is no point in having ideas without the skill to make them happen,” so find a team that shares the same vision and is willing to listen to whomever is in charge. “You have to have a person that makes the calls, and the rest of the team has to trust that person wholeheartedly,” Erlandson says.

All panelists were in agreement that there will always be heartache; a moment where you have to throw out everything you have and start over, but you will emerge stronger after the dust settles. Not only must your team understand the vision for the game, but you all must understand the game’s niche audience. Listening and interpreting criticism is a valuable skill. Don’t try to tell people what to do and where to go when they’re playing your game. Just observe them and be able to translate: “Put more enemies in level 4” to “This level seems easy, so what can we do to make it better?” says Willmon. Karl Henkel adds that it isn’t bad to treat people with kindness and respect, either. As for trends in the industry right now, downloadable content and microtransactions are taking the world by storm. Ease of use when purchasing creates a seamless gaming experience, and whenever DLC’s are available, players are quick to jump on them. Anyone from any demographic can create games, and there are incredible free resources open to everyone. Once you have the passion to create, and the vision of what you want to make, nothing can stop you.

Separating the two panels was a “Women in the Digital Game Industry” discussion by ILMxLAB Production Manager, Daria Fluor-Scacchi.

She has found throughout her career that for her, bigger company equals better attitudes. There are more women to form alliances with, and a larger support system. The discussion addressed sexism in the industry, and how men and women can work together to improve their workplace environment. As she reacted in awe at the amount of women on ILM’s campus, Fluor-Scacchi was told that, “Women run this company.” That is when she knew she was home. One inspiring statistic she discovered was that companies do better financially when there are women present on the board. It is important to speak up for what is right to end discrimination, and to continue youth outreach in order to recruit aspiring female developers and programmers. Finding male co-workers that aim to support women’s successes is important, along with being able to take criticism and building a reliable support network.

Fluor-Scacchi urges to keep in mind that it is not frowned upon to challenge decisions that do not have intentions of equality. This will keep the workplace balanced and productive. As a closing thought, she lists successful women to look up to, such as Jane McGonigal and Jade Raymond, both well-known female game developers. Whatever it takes to become a leader among your peers, Daria Fluor-Scacchi has done and will continue to do for other women in the game development industry. She has quickly become just as important of a role model as the game developers she listed.

The second and final panel of the day was “Digital Games as a Spectator Sport,” moderated by Director of Ohio University’s Center for Entrepreneurship, Paul Mass. Panelists included Tony Farwell, Founder of GovX and CEO of Fruition Ventures LLC; Dino Hall, SportsMEDIA Technology Business Development Manager; Austin “Shot” Lonsert, professional eSports player; Dana Kawar, COO of FlipSid3 Tactics; and Taylor Ward, CMO of Matcherino. Panelists spoke on the importance of eSports in the entertainment industry, and what can be changed to make them better.

As the eSports audience continues to show exponential growth, it is important to have these conversations. “Millennials are now the largest demographic ever in the U.S. The implications are massive for eSports now more than ever,” says Tony Farwell. As time goes on, the world is tuning in online more than ever, and Millennials are leading the pack. With 20% of YouTube views being recaps of eSports events, now is the time to get into the industry. Farwell goes on to explain Twitch.tv and its role in the boom of eSports. The popular streaming site is now worth $1 billion after only 6 years since launch. Dino Hall sees great potential with fantasy eSports: “We want to help broadcasters and developers lower the barrier to entry and take deep dives into what makes players unique to better understand the game that’s being played.” There is a clear connection between viewers and athletes in fantasy sports leagues, and this same relationship will work its way into professional gaming as its popularity skyrockets.

Austin Lonsert began playing League of Legends his Freshman year of college, and quickly rose to the highest rank. After not doing well in his classes due to passion for gaming, he had a conversation with his mother about becoming a professional gamer. He then began his work with a Heroes of the Storm team; his current team being “Flame is Lame”. Since then, his team went undefeated against 490 teams in the “Heroes of the Dorm” competition, and have won or vied for many more titles with cash prizes. During the panel, he stressed his concerns with the payment system for eSports players, lamenting that some are not even paid minimum wage. Even after the drama of salary and teammates butting heads, Lonsert has built a strong bond with his mother and has faith that eSports will reach their full potential because of people like those in the MIdwest, and those people all around the world who show support for players.

Dana Kawar, who has been around since the beginning of the eSports scene, remarked: “We are at the stage where things are coming to fruition for eSports as live entertainment because that’s what people want to consume.” ESports are now at the point where they are in direct competition on the same level of viewership as professional sports. Also, creating games specifically for eSports use is becoming a trend in the industry, and to do so, one must make their game “easy to play, hard to master,” in the words of Taylor Ward. All panelists were in agreeance that although there are bumps to smooth out, eSports are the entertainment of the future.

To end the day, Joshua Hong gave the keynote speech. Hong is founder of K2 Network and has also held many management titles in the entrepreneurial world. His speech highlighted what it means to be an entrepreneur in society today, and how you can take that knowledge anywhere. His speech gave insight on his experience with success and how anyone can attain it, even if you are from less tech-centric areas like the Midwest. His knowledge of marketing and entrepreneurship was an inspiring call to action for aspiring developers in the audience.

During the entire summit, the exposition floor was open, with more than 10 visiting companies displaying their games or technology. Upon entrance, each attendee was given two wooden coins for investing in one of the exhibitors. At the end of the day, the coins at each table were counted and the winner was given a prize and bragging rights. The winner was Ohio-based GuessworkVR, a team showcasing their virtual reality game in which the player tries to plug holes that are gushing water to try and keep rooms from being filled. The case competition was another event that yielded a prize-winner, happening during the Women in the Digital Game Industry talk. Participants were to come up with a three-minute pitch to present to a panel of judges that would best describe the plan of action for a proposed entrepreneurial idea related to the business of games.

With over 700 attendees at the final count, the first annual Business of Games Summit was an immense success. The GRID Lab and Center for Entrepreneurship are already looking into possible dates for next year, and hopes are high for the summit to grow in size for years to come. The day was packed full of inspiring speakers from across the country, and attendees came away with all the resources they need to make it as game developers and entrepreneurs in the Midwest. Together, we all can start something great, and put Ohio on the industry’s map.

From the GL to the Industry – Week 6

At the Lab:

On Friday, a Microsoft Surface tablet came in and the staff got to test it out. Austin has been working on how Google Cardboard works with Unity. Andrea created a Rufus the Bobcat logo for the upcoming Business of Games Summit in September. Will and Xavier have been working on the blood draw simulation, figuring out how to orient the finger movements of a model. Alyssa finished her practice model of a man, and Alex has been working with different microphones and Dolby Atmos, a surround sound audio program.

In the Industry:

-SeaWorld unveils a virtual reality option for their ride, Kraken. The original ride has recently been equipped with VR headsets on each of its 96 seats, so riders can choose the type of experience they would like to enjoy.

-YouTube wants to be the place you go. To help make that happen, it just announced VR180, a format designed to make creating immersive content a whole lot easier. VR180 cameras from LG, Lenovo, and the Chinese company Yi will follow this winter. The goal is to carve a path between today’s 2-D video and the immersive, interactive stuff of tomorrow. Of course, VR180 does not in any way qualify as virtual reality. Rather, the format renders 180-degree video in stereoscopic 3-D. The picture appears wider than your field of view (about 135 degrees) so you must move your head slightly to take in the whole scene. (Wired.com)

-Finnish startup Varjo Technologies is focused on developing VR and augmented reality solutions for professionals that match the human eye. The company, which was announced on Monday, says its human eye resolution headset — nicknamed “20/20” after 20/20 vision — will be 70 times sharper than what’s already on the market. That’s 70 megapixels, compared to 1.2 megapixels for the Oculus Rift or HTC Vive. (CNN Tech)

From the GL to the Industry – Week 5

At the Lab:

As part of its summer meeting, the Ohio University Foundation Board of Trustees gathered for a celebration of the state-of-the-art Steven L. Schoonover Center for Communication on Thurs., June 8. GRID Lab staff were at Schoonover to display immersive technology that the trustees have helped to fund. Google Cardboard-type VR headsets branded with Scripps were given to trustees as a parting gift. On Monday, June 12, OU’s 21st president, Duane Nellis, visited the lab for the first time. Staff took him on a walkthrough of the motion capture studio, audio suite, and more; introducing him to innovative technologies. On Wednesday and Friday, nursing students came into the lab to view the Embodied Labs “We Are Alfred” experience in order to gather research on the effectiveness of the experience in the field.

 

In the Industry:

-The Electronic Entertainment Expo (E3) is ongoing this week. Sony introduced new games for its Playstation VR, including a Skyrim experience and Final Fantasy spinoff.

-Research is being done on how virtual reality affects patients’ dentist office experiences. Studies show that between participants who were able to explore a virtual beach scene and those who were not shown the scene, those with VR access had a better experience. This shows that virtual reality is becoming more and more successful in those with fears, like that of the dentist.

-Intel, the creators of the Teslasuit (a suit that allows you to feel temperature changes and the impact of being hit in VR) have started working on a VR experience that allows you to see and touch loved ones that have passed away.This project is in the infant stages as of now, but who is to say the application won’t catch on? They are one of many VR companies that are already blurring the lines between virtual reality and reality.

-Ikea Australia has launched its first virtual reality store. Customers with access to VR will now be able to browse the furniture store in Townsville from their homes.

From the GL to the Industry – Week 4

At the Lab:

Austin has been working on creating movement for a pair of medical scissors for the tracheotomy surgery project. This is an ongoing virtual reality application that will be used to train medical students for real procedures in the field. Alyssa continued modeling a male nurse that will be implemented in the tracheotomy surgery application. Andrea, having finished her model of the Hyrax, animated its leg motions. May 31st was a VR Storytelling workshop for public media professionals across Ohio. All staff were available to run demos of VR/360 games and projects. We Are Alfred, Courtney Barnett, and Columbus Aquarium footage was shown using Oculus headsets. Tiltbrush was available for Vive. Talks from John Bowditch, Josh Antonuccio and Eric Williams were mixed into the day-long workshop, providing information on what comes next for the GRID Lab and beyond. John spoke on VR, comparing low and high level headsets, along with their price points. Eric Williams tackled 360 and the concept of “preality,” which prepares viewers for the 360 or VR experience they are about to see. Josh Antonuccio spoke about spatial audio, which makes 360 content more believable and increases its overall quality.

In the Industry:

-Fortune posts an article outlining who is leading the race to VR, with the Gear VR in first place with 490,000 shipments in the first quarter, followed by PlayStation VR and HTC Vive. Since more people own a Samsung phone, more headsets are sold over that medium.

-The MLB and Intel are teaming up to produce one baseball game a week that is available in VR, compatible with the Gear VR and Intel True VR app. The first game to be shown is the Indians versus the Rockies this week. The NFL is also dabbling in VR in the same respect.

-Walmart training centers are beginning to use VR to train employees on things like holiday crowds and aisle cleanups.

-The U.S. Navy is using VR video to recruit possible sailors. It has already been used to rain sailors in the past, but this is a first for recruitment tactics that shows what a day in the life of Navy personnel is like.

-Yet another scientific/medical use for VR has emerged out of Aalborg University, where VR is being used to treat patients with ghost limb pain. Ghost limbs refer to amputees missing any part of their body due to disease, accident etc. The participants are able to trick their brain into thinking the limb is still present by entering a virtual world where they can use various applications with all limbs accounted for.

From the GL to the Industry – Week 3

At the Lab:

On Monday, 7th graders from Athens Middle School visited for demonstrations of virtual reality and 360 production. They had the chance to play games with Vive and PSVR while also learning about 360 video and sound. Throughout the rest of the week, Austin set up motion capture to work real-time in Unity while starting to create natural movement of a modeled pair of scissors. Andrea modeled a prehistoric groundhog-like animal called a Hyrax for the Rukwa Rift project while Alyssa continued work on models for the tracheotomy surgery project.

In the Industry:

-Google introduces new wireless and phoneless, standalone VR headset. This could be a revolutionary advancement because VR headsets have yet to be without wires and/or a phone attached.

-A Google Daydream update will allow groups of people to watch videos together in a YouTube chatroom, and comment using voice chat.

-Forbes tackles the question of “When will VR be commonplace in marketing?” They found through statistics that by 2018 there will be 171 million active VR users, thus warranting a marketing uptake.

From the GL to the Industry – Week 2

At the Lab:

This week, staff started with a tech check. All technology was cleaned and updated if necessary. Leap motion detectors that give VR headset-wearers the ability to see their hands were installed on multiple computers. On Monday, Andrea and Alyssa continued modeling and texturing pieces for the blood draw simulator. Andrea finished a sharps disposal bin and Alyssa created a hydrogen peroxide bottle. On Wednesday, Alyssa and Andrea were stationed at a booth for the Campus Communicator Network Expo, demonstrating the Columbus Aquarium VR footage. One of the first meetings surrounding the Business of Games Summit happening in September also took place on Wednesday.

In the Industry:

-Google announced plans to acquire Owlchemy, the VR company responsible for Job Simulator.

-Payday 2 for VR announced

-Cannes Film Festival premieres VR exhibits for the first time

-Microsoft announces its own VR controllers, which will be coming in a bundle with the Acer helmet, but can be used with other third party headsets.

-Reports come out about Seattle hospital using VR for burn victims

From the GL to the Industry- Week 1

From the GL to the Industry – Week 1

At the Lab:

This week at the GRID Lab, we welcomed our second summer employee class. The team was tasked with completing leftover projects from spring semester in order to pave the way for bigger and better projects. Aaron Dimanna and Xavier Fox were responsible for finishing the iPad Smart App, fixing a bug that was causing the app to crash. The app will help teachers diagnose certain learning impairments in students. Austin Drozin worked on inverse kinematics tracking for the nurse’s shoulder in the virtual blood draw simulator. The blood draw simulator is a virtual bloodmobile that will be used for tackling the all-too-common fear of needles. Inverse kinematics are used in robotics to control the movements of the limbs, but the term can also be applied to limb movements in the virtual world. Iggy Cossman stitched and rendered footage from a study abroad trip for Eric Williams, showcasing the locations students visited in Ireland. Andrea Swart and Alyssa Stahl worked on art for the blood draw simulator, creating random objects in the background that gives the simulation a more realistic look. For instance, Andrea created a laptop that would sit on a table, and Alyssa created a yellow notepad.

In the Industry:

This week in the industry-

A virtual reality presentation, “Apex” was screened at the Tribeca Film Festival. It is an apocalyptic music video created by Arjan van Meerten.

Facebook closed down its Oculus Story Studio to give $50 million to independent non-gaming VR content creators.

VR is taking its first steps into being used for college tours.

The Consumer VR Expo was held in Vancouver.

Location-based VR continues to grow in popularity as VirZOOM partners with AMD to bring virtual reality fitness to the gym.

USA Today VR Producer Visits OU

On March 29, USA Today VR Producer, Robert Padavick, spoke to Ohio University staff and students about his experiences working with virtual reality at a large news platform. Ohio graduate student, Abbie Doyle, joined him onstage to talk about her experience filming political events in 360. The USA Today Network has been producing VR content for about two years, and as the technology gets better, more projects will be rolling out. Padavick, an OU alumni, visited his alma mater for Communication Week. Before speaking in Baker Theater on Wednesday, he visited the GRID Lab, where visitors could put themselves inside his “USS Eisenhower” project, set to launch May 1. When you dons the headset, you can click around the USS Eisenhower, a United States aircraft carrier stationed in the Atlantic off the coast of Florida. Take a helicopter ride where you are suspended over the edge, jump in the cockpit of an F-18, or take a tour on-deck.

USA Today became the first news outlet to cover a major news event in virtual reality when they attended Donald Trump’s inauguration. Preparation for the coverage was not easy because no one has ever had the credentials to bring 360 cameras to an event of this magnitude. Once they were cleared for entry, USA Today producers had to make sure 360 video would be worthwhile where they were set up. In order for it to work, there must be space to shoot at every angle, so if they were stationed against a wall, there would not be a point to utilizing 360 footage. After realizing their audience watching the stream would not be able to make out faces, producers like Padavick had to come up with a way to enhance viewer experience. They ended up layering a 2D stream of the podium on top of the VR stream, creating a window within the 360 frame. This allowed the viewers to have the full 360 experience without the expense of not being able to see Trump up close. “The stream did extremely well,” says Padavick. It garnered over 4 million views.

Abbie Doyle continued to explain the importance of not only visuals, but sound quality in 360 production. You must create spatial sound that reaches all angles, or else the quality is diminished as a whole. When asked about how to start using VR, Doyle says: “It’s a lot of trial and error. Experimenting is crucial.” Doyle has trained students and professors in 360 technology and believes VR can be applicable to any situation if done correctly. Doyle recently attended and documented political rallies and the women’s march on Washington D.C. in 360.

Padavick’s most recent project is called “VRtually There,” a series of 360 videos with their own YouTube channel. The series showcases extreme activities like skydiving, being up close and personal with a grizzly bear, and rock climbing. Padavick compares passive and active VR; explaining that passive VR is where you can watch online via YouTube, USA Today’s site etc., while active VR is any experience within a headset. Padavick concluded with some details about the future of virtual reality. The future, says Padavick, is going to be more active than ever before, with lowering barriers of entry in the VR industry and more affordable headsets. This technology is becoming more widely available, and Padavick is ready to see what comes next in VR innovation. 

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