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ETAO PODCAST, EPISODE 162. Sarah and Colin Northway land on our own little art-loving exoplanet to wax philosophical about The Museum of Other Realities, I Was a Teenage Exocolonist, and Fantastic Contraption (as well as the spiritual successor to the latter, The Legend of Zelda: Tears of the Kingdom). PRETTY BIG SPOILERS for I Was … Continue reading "I Was a Teenage VR Museum, with Sarah Northway and Colin Northway"
Kert Gartner loves making VR game trailers, and he's constantly breaking new ground in virtual cinematography and mixed reality. He's been making indie game trailers for about 10 years, and with his years of experience in the feature film VFX industry, he's most comfortable making trailers in After Effects. We discuss how the heck that works, why he wouldn't have it any other way, how he got into making game trailers, and what interests him most about the work. Trailers Discussed: Gato Roboto, Canabalt, Nidhogg, Serious Sam: Random Encounter, Hotline Miami, IceBurgers, Space Channel 5 VR, Museum of Other Realities, Genital Jousting, Minit, Dungeon Hearts, Vacation Simulator, Eighth Grade, Whiplash, Neverending Nightmares, Snow Runner, Fantastic Contraption. Links: Virtual Cinematography For VR Trailers, Plugin Everything. If you have questions or comments please send them to cutdown@idlethumbs.net. Join us in the Idle Forums to discuss this week's episode!
I run through my gaming experiences of 2018 as well as a Top 5 list and some plans and hopes for gaming in 2019. Games discussed include: Psychonauts and the Rhombus of Ruin, Skyrim VR, The Last Guardian, Mario + Rabbids: Kingdom Battle, DiRT Rally (VR), God of War (2018), Super Mario Odyssey, Moss, The Battle for Polytopia, Yoku's Island Express, Monument Valley 1 & 2, Captain Toad Treasure Tracker, Theseus, Rick & Morty Virtual Rick-ality, Shadow of the Colossus, Fantastic Contraption, The Witcher 2, Into the Breach, Donut County, Mark of the Ninja, XCom 2: War of the Chosen, Astrobot: Rescue Mission, Dead Cells, The Witness, LEGO Worlds, World of Goo, Super Mario Galaxy, Mario Kart 8 Deluxe and Labo Robot Kit --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/teboda/message
Kert is a renowned indie game trailer craftsman and VFX industry veteran. He helped pioneer the creation of high quality Mixed Reality VR videos with the debut of the Fantastic Contraption and Job Simulator trailers for the HTC VIVE. While he isn't immersed in VR, Kert is making some of the greatest indie game trailers out there working with the teams behind games like Nuclear Throne, Hotline Miami, Spelunky, FEZ, Broforce, TowerFall, and many more. In a past life, he contributed to over 25 Hollywood movies such as Superman Returns, Across the Universe, X-men III, and Journey to the Center of the Earth 3D.
I take a first look at Fantastic Contraption on PSVR --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/teboda/message
I talk briefly about the PSVR games I've aquired during the summer and som phone and Switch gaming I did on my way home. Mentioned are: Theasus, Virtual Rickality, Fantastic Contraption, Shadow of the Colosus, Mario + Rabbids and Monument Valley 2. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/teboda/message
This week, Danthol and Schleis talk about Dino Frontier, and more SUPERHOT! Also, winners of our Fantastic Contraption and Monkey King giveaways announced, thanks to everyone who entered!
Danthol and Schleis are back this week with talk more talk about current and upcoming Fantastic Contraption, Archangel, and Superhot.
Another week, another episode of the PSVR life podcast, and we have a ton-o-fun on this one. We chat about upcoming games: online multiplayer Starblood Arena, arcade shooter Super Vectroids, puzzler Fantastic Contraption, and cross-platform collection Herocade. Werewolves Within, the fun and sometimes awkward and offensive party game takes up a significant portion of the conversation again. Harmonix didn't forget about Dre, new release "Perfect", isn't, and I Expect You to Die really expects you to have a good time. We totally fanboy about the PSVR outselling Vive and Rift, discuss the "Classic" mode and mystery content coming to Battlezone, Kill X is a weird game from China (or Japan), Moto Racer 4 only has an "included" VR mode, and hopes that Star Trek Bridge Crew is another great social game round off the show. Make sure to keep up with the Twitter and Facebook for other news, memes, and content.
This week we talk about VR and Competition in games Two Games, Four Platforms: A VR Platform Comparison - http://www.gdcvault.com/play/1023645/Two-Games-Four-Platforms-A Accessibility in VR Game Design - http://gamasutra.com/view/news/269952/Accessibility_in_VR_game_design_The_Fantastic_Contraption_approach.php Developer Update | Introducing Competitive Play | Overwatch - https://www.youtube.com/watch?v=L28555oaDI4
This week we talk about VR and Competition in games Two Games, Four Platforms: A VR Platform Comparison - http://www.gdcvault.com/play/1023645/Two-Games-Four-Platforms-A Accessibility in VR Game Design - http://gamasutra.com/view/news/269952/Accessibility_in_VR_game_design_The_Fantastic_Contraption_approach.php Developer Update | Introducing Competitive Play | Overwatch - https://www.youtube.com/watch?v=L28555oaDI4
This week we talk about VR and Competition in games Two Games, Four Platforms: A VR Platform Comparison - http://www.gdcvault.com/play/1023645/Two-Games-Four-Platforms-A Accessibility in VR Game Design - http://gamasutra.com/view/news/269952/Accessibility_in_VR_game_design_The_Fantastic_Contraption_approach.php Developer Update | Introducing Competitive Play | Overwatch - https://www.youtube.com/watch?v=L28555oaDI4
The O'Reilly Radar Podcast: VR UX hurdles, bringing VR mainstream, and preparing for user behavior.This week, I chat with Timoni West, the principal designer at Unity Labs, where she specializes in virtual reality (VR) user experience. We talk about VR, the UX hurdles designers are tackling, what will drive mainstream adoption, and what we can expect from VR in the future.West will be talking more about VR at Strata + Hadoop World San Jose 2016 in her session "Virtual reality in 2016 and in the future." Here are some highlights from our chat: UX hurdles in VR The biggest UX challenges I've seen people tackling in various ways are, first, locomotion: how do you move around a space if the space is larger than the physical space you have available to you? If you're going to use some sort of movement mechanic to move the user's camera forward, how do you do that without getting them sick? There's a couple of really brilliant solutions to this already, so I think long term maybe that won't be so much of a big issue as it will be just deciding which one you want to go with. Do you want to use blink locomotion? Do you want to have a slow moving track? Do you want to have a portal-like mechanism, and so on. Another big one is how do you interact with objects in the world? Obviously, you can use the triggers to grab in a lot of different VR experiences right now. But having things like secondary hot keys if you want to interact with something in a slightly different way—what is the equivalent of the alt key in VR? That's something that comes up a lot in my particular line of work because we're taking a very complicated piece of software and trying to translate it into VR. There's also a lot around button mappings because no one has used controllers like these before. The Oculus Touch controllers are a bit more like a conventional game controller, but the Vive controllers definitely have a fairly new interaction, having grip buttons on the side and having the thumb pads that you can use as sort of a secondary radial menu. So, teaching people how to use that or figuring out when it's best to use those types of interactions—it's all new now. There's no standardization, nor do I think there should be at this point, but just trying to set things up so that people can smoothly move into interacting in your particular world. I think it's one of the biggest hurdles if you're making a game, or you're making an experience, or if you're making an app, or whatever for VR. Right now, there's a lot of special controllers that have huge text instructions next to them: 'Point here. Click here. Swipe your thumb right here. Right here, look at the arrow, right here.' Even then, people don't necessarily get it. Bringing VR mainstream I've shown off a lot of demos to ordinary people or friends—I had my parents come in and my brothers come in, none of whom do anything related to technology. The gear stuff is fairly compelling, especially little kids love it, but when people try out things like Fantastic Contraption or Tilt Brush, where they're actively creating and they are actively manipulating and making their own space in the world, that seems to be where people get the most excited—when they think they have some part of it or some ownership, they're not just looking at a beautiful scene. You can play a lot of video games and never have it occur to you that you can make a video game, right? When you have these creation tools, then I think people really feel like they can do something with it, they can own it. I think that is the thing that tumbles you over that cliff into actually considering maybe dropping $2,000 on a VR headset and computer. It is a lot of money right now. On the other hand, I'm carrying around a $700 tiny computer in my pocket all the time. Clearly, people get used to it. Hand gestures vs controllers When I first started in VR design, I was very bullish on natural hand gestures. I was like, 'Yeah, of course. Of course that's what we're going to do—we're going to use nail polish that doubles as a sensor and have our fingers be tracked in space. It seems intuitive.' But the longer that I work in VR, the more I'm bullish on controllers because they have very definite and definable actions attached to them. If I make a gesture with my hand, it could be a yes, it could be a no, it could be a thumbs up, it could be snapping my fingers. Those are things you want to do anyway, and having them remap to a specific verb in a specific app isn't always what you want. I'd like to be able to wave my hand without it opening up a menu item. Heads-up VR UX designers: Users will try to break everything There's an Apollo 11 VR experience. It was a pretty well-known Kickstarter. We have one of the demos on our computer. You're actually in the Apollo 11 shuttle and there's two astronauts sitting next to you, you're the furthest one to the left. I make everyone stand up and actually walk out of the capsule because then you can see the moon going toward you and you can see the Earth getting farther away from you. It's a really cool view. I did the demo once just trying to peer out the tiny little capsule window before I was like, 'Wait, I'm in VR, I can just go through the wall and go look. I don't need to be looking through this tiny little capsule window.' It feels so uncomfortable and people are like, 'What? You want me to walk through the...what? I can do that?' They sort of shuffle along really cautiously and then they get outside and they're happy. Stuff like that is pretty great. VR experience designers should definitely keep in mind that everyone will try to break everything and stick their heads in weird places.
The O'Reilly Radar Podcast: VR UX hurdles, bringing VR mainstream, and preparing for user behavior.This week, I chat with Timoni West, the principal designer at Unity Labs, where she specializes in virtual reality (VR) user experience. We talk about VR, the UX hurdles designers are tackling, what will drive mainstream adoption, and what we can expect from VR in the future.West will be talking more about VR at Strata + Hadoop World San Jose 2016 in her session "Virtual reality in 2016 and in the future." Here are some highlights from our chat: UX hurdles in VR The biggest UX challenges I've seen people tackling in various ways are, first, locomotion: how do you move around a space if the space is larger than the physical space you have available to you? If you're going to use some sort of movement mechanic to move the user's camera forward, how do you do that without getting them sick? There's a couple of really brilliant solutions to this already, so I think long term maybe that won't be so much of a big issue as it will be just deciding which one you want to go with. Do you want to use blink locomotion? Do you want to have a slow moving track? Do you want to have a portal-like mechanism, and so on. Another big one is how do you interact with objects in the world? Obviously, you can use the triggers to grab in a lot of different VR experiences right now. But having things like secondary hot keys if you want to interact with something in a slightly different way—what is the equivalent of the alt key in VR? That's something that comes up a lot in my particular line of work because we're taking a very complicated piece of software and trying to translate it into VR. There's also a lot around button mappings because no one has used controllers like these before. The Oculus Touch controllers are a bit more like a conventional game controller, but the Vive controllers definitely have a fairly new interaction, having grip buttons on the side and having the thumb pads that you can use as sort of a secondary radial menu. So, teaching people how to use that or figuring out when it's best to use those types of interactions—it's all new now. There's no standardization, nor do I think there should be at this point, but just trying to set things up so that people can smoothly move into interacting in your particular world. I think it's one of the biggest hurdles if you're making a game, or you're making an experience, or if you're making an app, or whatever for VR. Right now, there's a lot of special controllers that have huge text instructions next to them: 'Point here. Click here. Swipe your thumb right here. Right here, look at the arrow, right here.' Even then, people don't necessarily get it. Bringing VR mainstream I've shown off a lot of demos to ordinary people or friends—I had my parents come in and my brothers come in, none of whom do anything related to technology. The gear stuff is fairly compelling, especially little kids love it, but when people try out things like Fantastic Contraption or Tilt Brush, where they're actively creating and they are actively manipulating and making their own space in the world, that seems to be where people get the most excited—when they think they have some part of it or some ownership, they're not just looking at a beautiful scene. You can play a lot of video games and never have it occur to you that you can make a video game, right? When you have these creation tools, then I think people really feel like they can do something with it, they can own it. I think that is the thing that tumbles you over that cliff into actually considering maybe dropping $2,000 on a VR headset and computer. It is a lot of money right now. On the other hand, I'm carrying around a $700 tiny computer in my pocket all the time. Clearly, people get used to it. Hand gestures vs controllers When I first started in VR design, I was very bullish on natural hand gestures. I was like, 'Yeah, of course. Of course that's what we're going to do—we're going to use nail polish that doubles as a sensor and have our fingers be tracked in space. It seems intuitive.' But the longer that I work in VR, the more I'm bullish on controllers because they have very definite and definable actions attached to them. If I make a gesture with my hand, it could be a yes, it could be a no, it could be a thumbs up, it could be snapping my fingers. Those are things you want to do anyway, and having them remap to a specific verb in a specific app isn't always what you want. I'd like to be able to wave my hand without it opening up a menu item. Heads-up VR UX designers: Users will try to break everything There's an Apollo 11 VR experience. It was a pretty well-known Kickstarter. We have one of the demos on our computer. You're actually in the Apollo 11 shuttle and there's two astronauts sitting next to you, you're the furthest one to the left. I make everyone stand up and actually walk out of the capsule because then you can see the moon going toward you and you can see the Earth getting farther away from you. It's a really cool view. I did the demo once just trying to peer out the tiny little capsule window before I was like, 'Wait, I'm in VR, I can just go through the wall and go look. I don't need to be looking through this tiny little capsule window.' It feels so uncomfortable and people are like, 'What? You want me to walk through the...what? I can do that?' They sort of shuffle along really cautiously and then they get outside and they're happy. Stuff like that is pretty great. VR experience designers should definitely keep in mind that everyone will try to break everything and stick their heads in weird places.
This week nobody ever in their life apparently took the time to watch Mean Girls, but we did manage to make some time to talk about games. We go into what Riot's purchase of Rising Thunder dev Radiant means for both companies, Anthony (and now Mitch's) developing Clash Royale problem, how surprised some of us are to be digging the Division, Fantastic Contraption and Valve's Vive, and the first episode of Io's experiment in making Hitman episodic. This week's music: Sia - Bird Set Free
Special episode of This is Only a Test this week, as Norm is on location in Seattle for Vavle and HTC's SteamVR Developer Showcase. The VR Minute is expanded into a full-blown episode, as we chat with the developers of Job Simulator and Fantastic Contraption about their experiments in virtual reality and lessons learned from game development. (Sorry, no video this week. We'll be back in studio next week for a regular episode!)
Special episode of This is Only a Test this week, as Norm is on location in Seattle for Vavle and HTC's SteamVR Developer Showcase. The VR Minute is expanded into a full-blown episode, as we chat with the developers of Job Simulator and Fantastic Contraption about their experiments in virtual reality and lessons learned from game development. (Sorry, no video this week. We'll be back in studio next week for a regular episode!)
Hello and welcome to another installment of the Enter VR podcast! On this episode I hang out with Aaron Lemke, Founder at Unello Design and all around scholar and gentleman of the proto metaverse. Come along as we dive into conversation about VR deving and some other loosely tan genial subjects to VR. 1:00 Getting a proper Audio metronome to work in Unity? 1:10 What is Unity good and bad at? 2:50 12 hour work days will ruin your posture. 5:00 Can standing desks be bad for you ? 6:10 Wearing an HMD while walking on a treadmill? 7:30 VR developers on the side walk eating tacos. 10:40 This podcast is not sponsored by anyone and all the views reflect my own opinions or the opinions Incepted into my mind via subliminal messages. 11:30 Going to the Unity Vision Summit. 13:00 "We're all optimists about this technology". 13:30 Altruism Vs. Profit. I actually like Buzzfeed blue. Buzzfeed is the phenomena of supply demand in the exchange digital media. How do you make money with media companies these days? How does technology reflect our human nature? 18:00 Everything in life is on a spectrum. 18:33 I need a new catch phrase. 20:00 We want to be productive in VR! 21:30 Dreams by Media Molecule has got us hyped. 23:00 Turning the obstacles of VR into business opportunities. 25:30 I wouldn't mind owning a Nintendo Dolphin. 27:20 People want to escape reality? Why do we want to escape reality? 28:38 Elegant is probably not right term. 30:10 The rise of a new jock mentality through e-sports? 32:00 Lorne Michaels please buy our idea! 33:40 http://www.theatlantic.com/magazine/archive/2015/11/we-need-an-energy-miracle/407881/ 36:00 Transcending the self through nature. 38:00 Aaron is working on something awesome for the Vive. 40:10 Aaron is playing a lot of Tiltbrush and Fantastic Contraption on the Vive. http://fantasticcontraption.com/ 42:00 Pewdiepie played Aaron's game. https://www.youtube.com/watch?v=PEbpMQB_PvA https://www.youtube.com/watch?v=rSD6kEirHaM 44:00 Swarm hiveminds could counteract the power of AI? 45:00 Read the Metarmorphosis of Prime Intellect. Spoiler alert!!!! 46:00 How long before we fight the first robot war? 47:10 Rick and Morty is amazing! 49:00 Taking Roy off the grid! 54:00 It's the year 15,219 and your government doesn't want you to know. 55:00 Sand hydraulics are bad ass. 56:00 Watch Tim's Vermir. http://www.imdb.com/title/tt3089388/ 58:00 Technology is eternally linked to art. http://www.imdb.com/title/tt3204392/ 1:03:00 Learning game development helps you appreciate nature. 1:07:00 People are very critical of real world environments in VR. 1:08:00 Lands End is pretty sweet on the Gear VR. 1:10:00 Will Apple ever make a VR product? 1:12:00 VR is taking too long to get here. 1:14:00 Creating a VR fetish island. 1:17:00 Can VR make you more violent? 1:18:00 Creating the next Metal Gear for VR. 1:21:00 Don't step on the lava vr. 1:26:00 Will we ever see haptic gloves? 1:27:00 Deep uses human breath as input. 1:31:00 Debating the best tracking solutions. 1:33:00 I'll be the last guy Oculus will ever hire btw. 1:36:00 Lighthouse will become Wifi in a utopian future. 1:38:00 Closing thoughts and how to stay in touch. Thanks to Aaron for being a true scholar and gentleman of virtual reality and thank you for listening! Keep in touch with Aaron with the links below: http://www.unellodesign.com/ https://twitter.com/aaronlemke https://twitter.com/UnelloDesign https://www.youtube.com/watch?v=Y0xNbnvTt0c Enter VR is available on Stitcher, SoundCloud and Itunes. Follow @entervr on twitter for more updates and content.
Hosts: Michael "Boston" Hannon and Brad Fellers Running Time: 53:06 Music: Sonic the Hedgehog (Genesis) Unlike last week, we actually played games this week! We talked about Gravity Bone, Virtua Fighter 5, Condemned 2, Fantastic Contraption, WoW, Wild Arms XF, The Maw, Fallout 3: Operation Anchorage, Puzzle Arcade, and Tiger Woods 07. Also starting this week is the first installment of TVGP Plays..., which features Final Fantasy XII! Visit the forum thread (click that link) to check out the details and chat about the game. Amazon launches a casual games store EA focusing more on Wii, bringing Dead Space over Prince of Persia DLC not coming to PC Man arrested for threatening to blow up Hudson Don't forget to join the forums!
Hosts: Ivan, Phil, Chad. Favorite Shoot'em Up, Best of VGS and Sucking Blood, New Nintendo DS, New Punch-Out, Facebreaker Winner and NHL 09 Contest, Mailbag: iPhone App Gametrack, iTunes Review, Fantastic Contraption. Punch-Out Trailer: http://www.youtube.com/watch?v=ibFQ348YoW8 Fantastic Contraption: http://fantasticcontraption.com/ Extra Life: http://extralife.sarcasticgamer.com Emilio Shirt Store: http://www.cafepress.com/videogameshow (mp3) Length: 26:57, Size: 25985024
Toy B. Ville, Fantastic Contraption, Free Language Lessons, Recycline, Rickets, and more. Our guest is Darren Turbeville from Toy B. Ville Spend: Fantastic Contraption, $10 Save: Free Language Lessons at the BBC blog Give: Recycline Other links:Rickets and other Vitamin D Deficient Diseases May lurk in breastfed babiesJill Lepore on Stuart Little (podcast and article)Audible pick of the week: Otherwise Known as Sheila the Great. To sign up for a free audiobook, visit Audible.com/monkeys. Hosts: Megan Morrone and Leo Laporte Guest: Darren Turbeville Full show notes available on Megan's blog, JumpingMonkeys.com. The Jumping Monkeys theme is by Paul Minshall. Bandwidth for Jumping Monkeys is provided by CacheFly.
While this is kinda a short podcast, it'll take you at least 18 hours to defeat the Pandemonium Warden. Meanwhile, Aleck deserves a prize for his Oblivion achievements. While there aren't many new retail games out, Braid and Bionic Commando are tearing up Xbox Live. Also, Fantastic Contraption is amazing. If you haven't played it, go play it now.