CAMP | Portfolio Categories Gaming
117
archive,tax-portfolio_category,term-gaming,term-117,ajax_fade,page_not_loaded,,qode-theme-ver-3.4,wpb-js-composer js-comp-ver-6.4.0,vc_responsive
 
Archive

Cordy Rierson

  |  

Biography

Cordy is a 20+ year entertainment industry & software development veteran. Her portfolio spans film, television, music videos, commercials, visual effects, feature animation, interactive entertainment and mixed reality. She leads teams and cross collaboration with technology, creativity, business, story-telling, design and marketing that span dozens of titles and programs. She is happiest at the crossroad of creativity and technology.
Cordy’s most recent programs include Microsoft HoloLens, 3D for everyone and transformation of mixed reality. She is currently part of the leadership team for first party Microsoft Windows Experiences. Cordy is a graduate of University of Central Florida and Full Sail University where she studied communication, film, video, radio & TV. Cordy is a 2009 inaugural Hall of Fame Inductee for Full Sail University for outstanding contributions and achievements in the entertainment industry and has been honoured with a Congressional Recognition Award for dynamic digital visual effects in the film industry.

Shaping the Future: How We Work with Technology

Overview

Let’s explore how XR, MR, AR, VR and AI are changing the landscape of how we work, play, communicate and create. How do we think about the rapid evolution of new technology in a way that is useful to humans, and brings them together during an era of great isolation with social media at it’s peak? Creators are learning and defining an industry and career model that will grow to a billion dollar industry by 2021. We have a responsibility to not just think about the impact to business, but the impact to humans as we scale to a new form of interaction, intelligence, and use that will change the way we integrate technology into our lives –akin to what touch did from the mouse and keyboard.

Read More

Mike Hill

  |  

Biography

Mike is a multi-disciplinary designer living and working in the in Los Angeles area. He is a co-founder of the Berlin based, Emmy award winning Karakter Design Studio. Mike designs worlds for the entertainment industry, creating concepts and designs for film, TV and video games. Mike has designed for Warner Brother’s Blade Runner 2049, HBO’s Game of Thrones, as well as for video games such as the best-selling Call of Duty series and Sony’s award-winning Horizon: Zero Dawn.
Mike’s works have been published in Expose 3: The Finest Digital Art in the Known Universe and the celebrated Spectrum series. He has also contributed to magazines such as Popular Mechanics and 3D World and is a regular lecturer at events such as Industry Workshops in London and Portugal’s Trojan Horse was a Unicorn.
Mike’s major interest is in the psychology of storytelling and how an understanding of mythology and psychology is crucial to understanding how great stories work. He currently works as a design consultant in the Los Angeles film industry.

Read More

Joost Korngold

  |  

Biography

Joost is a visual designer and art director at Google’s Daydream in Mountain View, California where he focuses on diegetic UI for augmented reality. His challenge there is working on a visual language and design patterns for immersive computing.
Before Google, Joost was known as Renascent, a freelance motion graphics designer and 3d artist working out of Amsterdam, the Netherlands. For many years his approach to design and art was experimenting with the latest software technology in 3d modeling and motion.
In the late dotcom boom his work received a lot of attention which kick started his career working with Amsterdam based Postpanic on Nike, with Crispin Porter + Bogusky on 5 TV ads for Sirius XM and Goodby Silverstein for Hewlett Packard.
In the following 14 years Joost worked on projects in broadcast design, print, music videos and the gaming industry. Collaborating with agencies like Wieden + Kennedy, Ogilvy, BBDO. Design boutiques such as Staat, Prologue films, Imaginary Forces, BUCK and Toronto based Tendril. Or working directly with clients such is Amsterdam-based Guerrilla Games, Sony, Gstar and Fox Sports.
Joost is still active today as Renascent, experimenting from his home in Sunnyvale, California.

Renascent/Google

Overview

Joost’s talk will focus on his early freelance days as Renascent highlighting specific projects (like The Opus Identity, Iris van Herpen, Nike, and Porsche) throughout his career that led him to join Google in late 2016.
Where his early work was driven mostly by self expression and exploration his challenge today is to create a visual language, and onboarding users for augmented reality at Google.

 The Consulate General of the Netherlands aims to strengthen the link between Canada and the Netherlands. At CAMP, the Consulate hopes to foster interdisciplinary collaborations in the field of creative technology, art and design. The Consulate General is always proud to support Dutch talent. Joost Korngold is a prime example of this, and his lecture at CAMP will undoubtedly encourage and motivate further creative international collaboration.

Read More

Jamie Kosoy

  |  

Biography

Jamie Kosoy leads Arbitrary, a design-minded development studio. His mindset on the relationship between design and code has been applied to web sites, apps, and “other magical stuff” for clients like Google, Nike, Skittles, Strava and The New York Times. Most recently Jamie co-created the award winning children’s app Melody Jams, which topped the App Store charts in 130 countries and won Communication Arts 2017 Award of Excellence. He has taught code to designers at Parsons and the University of San Francisco. Jamie was formerly Technology Director at digital creative agency Big Spaceship in Brooklyn, NY.

The Making of Melody Jams

Overview

In late 2015, Jamie received an email from a friend of a friend with an idea for a kid’s game. They were thousands of miles apart, had never met and had never built an app before. Just six months later they released Melody Jams, which went on to top the App Store charts in 130 countries with more than 500,000 downloads worldwide. It also received a Communication Arts 2017 Award of Excellence.
Melody Jams is an allegory for the creative process. In essence, it’s a game teaching kids about empathy; to show how pieces can be more than the sum of their parts. In this talk, Jamie will lift the curtain on how that applies to design and technology: building culture on new teams, learning new languages and processes quickly, the value of prototyping and the eccentricities of the world of apps.

Objective

Inspire collaborators to follow through on their ideas, take care of each other and be celebrate their creativity.

Read More

Elbert Perez

  |  

Biography

Elbert is a Sr. Software Prototyper for the award winning HTC Vive. He has previously worked on multiple narrative innovations for products such as the Xbox One, Windows Phone, Ryse: Son of Rome, Ascend: Hand of Kul and SmartGlass. He also is a independent game developer with over 20 published games spanning across multiple platforms (PC, Windows Phone, iOS, Android, and Xbox 360). His games have been downloaded more than 2.5 million times with multiple success across different IPs.

Learnings From Fast and Furious Prototyping in Virtual Reality

Overview

Virtual reality is the newest and most exciting platform since the dawn of smart phones, but with each new platform there are growing pains in the development and design techniques. While working on the Vive Elbert suffered many headaches, nausea, and tired arms so that you don’t have to! With the ability to walk around using the HTC Vive there will always be a disparity between the user’s real space and the virtual space they are experiencing, hence the big need to have locomotion in VR. He will discuss different VR locomotion methods —teleportation, inside a cockpit, and scaling— what works and what doesn’t. VR can lead to a lot of discomfort if the wrong or improper techniques are used; Elbert will explain why properly designing VR experiences is crucial for the comfort and enjoyment of the user. This includes level design, player movement, the importance of frame rate, and avoiding virtual food poisoning!

The big question mark for VR is how do we effectively present data and how do users interact with this data. This will include nuggets of wisdom about UX and UI design, using 3D vs 2D interfaces, and designing the experience beyond the initial 5 minute experience (users get lazy as the novelty of raising your arms and reaching out to common menu items gets old fast). By the end of the talk audience members will be better armed in developing their own VR experiences, and challenge themselves to hold their VR experiences to a higher bar; because a bad experience can ruin VR for a user for a long time.

Objective

Teach how to do proper VR experiences that people will enjoy and not get sick.

Read More

Denis Lirette

  |  

Biography

Denis is a creative/tech type who’s been designing interactive installations since Macromedia Flash was a thing. He currently spends his days Creative Directing at Globacore, a creative technology galactic enterprise that makes fun interactive installations for people to enjoy in physical spaces around the world.
With an passion for what 80s video games can teach us today, he’s thought up and produced virtual reality games like PaperDude VR, an homage to the 1985 arcade classic Paperboy; and PowerCube VR, a multiplayer 3D tribute to 1984’s Tetris.
His work has been exhibited in North America and Europe, and featured on TIME Technology, WIRED, TechCrunch, The VERGE, Engadget, GIZMODO and Polygon.
He’s a global traveler, tea sipper, cat lover, rock climber, yoga-er, occasional bass player and all around pretty relaxed guy who enjoys writing run-on sentences in the third person.

The Future Ain’t What It Used To Be

Overview

Come hear the story of the development of PowerCube VR, a multi-player virtual reality homage to Tetris played with a wireless cube controller and originally conceived while brainstorming with friends during an FITC event!

Denis Lirette, Creative Director at Globacore will be talking about the adventure of producing Powercube VR from theory to reality, mostly developed over a 2 week period.

Objective

To tell the story of a game idea that was taken from theory to virtual reality.

Panel: The Future of 360 Storytelling

Overview

More than just a platform for gamers, VR is quickly becoming a platform for everything. With the introduction of consumer products like Samsung Gear VR and, the soon to be released, Gear 360, the tools for storytelling are being placed directly in the hands of creators, forming an intersection where designers, filmmakers and developers collide. This panel discussion invites designers, game developers and VR enthusiasts to discuss their experience in creating compelling 360 narratives for games, film, and beyond.

Moderator & Panelists

Scott March (UI/UX Staff Engineer, Samsung), Denis Lirette (Creative Director, Globacore), Matt Wright (Founder/CEO, Mammoth VR), Mark Schoennagel (Evangelist, Unity)

Read More

Mark Schoennagel

  |  

Biography

Mark Schoennagel is a Unity Evangelist with a strong technical background in 3D Animation for both film and video games. For nearly 20 years he was the lead evangelist for Softimage 3D, enjoying a front-row seat during the renaissance of the 3D industry. From witnessing the humble beginnings of the first ray-traced animations all the way through to today’s blockbuster AAA game titles, he’s seen it all. When not pushing the limits of 3D, Mark enjoys Formula 1, photography and VR… which of course is just more 3D.

Panel: The Future of 360 Storytelling

Overview

More than just a platform for gamers, VR is quickly becoming a platform for everything. With the introduction of consumer products like Samsung Gear VR and, the soon to be released, Gear 360, the tools for storytelling are being placed directly in the hands of creators, forming an intersection where designers, filmmakers and developers collide. This panel discussion invites designers, game developers and VR enthusiasts to discuss their experience in creating compelling 360 narratives for games, film, and beyond.

Moderator & Panelists

Scott March (UI/UX Staff Engineer, Samsung), Denis Lirette (Creative Director, Globacore), Matt Wright (Founder/CEO, Mammoth VR), Mark Schoennagel (Evangelist, Unity)

Read More

Matt Wright

  |  

Biography

Matt is a skilled researcher and technology evangelist. He also happens to be the CXO and Founder of MAMMOTH VR, a company focused on creating larger than life immersive experiences.
He is passionate about VR and looks to help companies understand how this beautiful technology can help them. He looks to help them achieve this through the artful use of storytelling, experience and immersion.
Chicken Wings. Video Games. Dogs. The Future of Tech. These are a few of my… err… his favorite things.

Panel: The Future of 360 Storytelling

Overview

More than just a platform for gamers, VR is quickly becoming a platform for everything. With the introduction of consumer products like Samsung Gear VR and, the soon to be released, Gear 360, the tools for storytelling are being placed directly in the hands of creators, forming an intersection where designers, filmmakers and developers collide. This panel discussion invites designers, game developers and VR enthusiasts to discuss their experience in creating compelling 360 narratives for games, film, and beyond.

Moderator & Panelists

Scott March (UI/UX Staff Engineer, Samsung), Denis Lirette (Creative Director, Globacore), Matt Wright (Founder/CEO, Mammoth VR), Mark Schoennagel (Evangelist, Unity)

Read More

Scott March

  |  

Biography

Scott March is a creative director and visual designer working in games for 17 years. He juggles just about anything handed to him as the Lead VR Designer/ UI UX Staff Engineer for Samsung VR including mixed reality, graphic design, real-time graphics, and 360 video. He has won several awards as an independent developer for multiple game platforms and a founding faculty member of the first Master’s degree program for digital game development with the Guildhall at SMU. A few of his VR games are still in progress will show up in the very near future.

Panel: The Future of 360 Storytelling

Overview

More than just a platform for gamers, VR is quickly becoming a platform for everything. With the introduction of consumer products like Samsung Gear VR and, the soon to be released, Gear 360, the tools for storytelling are being placed directly in the hands of creators, forming an intersection where designers, filmmakers and developers collide. This panel discussion invites designers, game developers and VR enthusiasts to discuss their experience in creating compelling 360 narratives for games, film, and beyond.

Moderator & Panelists

Scott March (UI/UX Staff Engineer, Samsung), Denis Lirette (Creative Director, Globacore), Matt Wright (Founder/CEO, Mammoth VR), Mark Schoennagel (Evangelist, Unity)

Read More