Pre-Conference at Oculus Connect 1 – TimefireVR

John Carmack and John Wise at Oculus Connect

Like a rock star on stage, John Carmack of Oculus (and, of course, Doom fame) was surrounded in the lobby of the Loews Hotel in Los Angeles as attendees were arriving for the first Oculus Connect conference. Had the chance to speak with the man regarding GPU developments, Nvidia, PC rendering, and Epic’s role in preparing UE4 to work on Samsung’s GearVR. After over an hour of fielding questions, taking photos, and signing a guy’s copy of Wolfenstein on a 3.5″ floppy for PC, he was called away. Super personable guy, with no pretension, on his game in ways that make geeks drool.

Hilmar Petursson and John Wise at Oculus Connect

Went upstairs to finish registration and ran into Hilmar Pétursson of CCP Games, the makers of Eve Online! This is turning out to be one spectacular day. Just before heading up to the mezzanine, I ran into Aaron Davies of Oculus (Director of Developer Relations), who promised to be at my meeting on Saturday to demonstrate our work in progress on Timefire.

Oculus Connect Merchandise

The swag bag is kinda empty; a t-shirt is in there, but not an Oculus Next-Gen 4k Rift, or a free GTX 980, or a GearVR – though I’m holding out that some kind of magic is in the air, and we will see something to satisfy everyone’s sense of greed. Hell, I’d be happy with half a dozen bobbleheads in the likeness of Palmer Luckey, Brendan Iribe, Nate Mitchell, Michael Antonov, and John Carmack.

We Are Now At TimefireVR

Jiri Wehle from Prague, Czech Republic in Virtual Reality

The long quiet here at PSOIH is due to the fact that things changed along the way as we were building VR. Virtual Reality is a huge undertaking, and it turned out, of some interest to others. As the Game Developers Conference (GDC) concluded and April played out, not only was Sony getting into the game with Morpheus, but Facebook grabbed Oculus and gave them enough money to start to do very serious work. Simultaneously, I started a conversation with an old friend, Jeffrey Rassas, who took an immediate liking to what some guy and I were doing, and he also saw what we might accomplish with greater resources. In just a couple of weeks, we were on our way to hiring others and inviting them to join us in our new office.

One thing I learned between January (Steam Dev Days) and March (GDC) was that nearly everyone was having a problem pronouncing PSOIH, so we changed the name to TIMEFIRE. Our new domain is over at www.timefirevr.com – someone who I cannot seem to contact already owns the domain of plain old timefire dot com.

As TimefireVR or simply Timefire, we migrated away from UDK and fully embraced UE4 (Unreal Engine 4 from Epic), and now we have two others helping us explore the possibilities that UE4 has to offer. One of those new people here at Timefire is Ariana Alexander, who created this characterization of Czech musician Jiri Wehle using MakeHuman, Blender, and UE4. We’ve also brought on Brinn Aaron, who is working with Blender, UE4, FMOD, Bitwig, Circle Synth, GlitchMachines tools, and, of course, Allegorithmic’s Substance Designer. Luis Chavez joined us from a video background but has quickly adapted to Blender and UE4. but has shown great strength in mastering SVERCHOK – a Blender Addon that is used primarily as a parametric architectural tool that also has many options to be used as an element for creating art. Also on board are Rainy Heath and Dani L’Heureux, who are working their way through Blender, Substance Painter and Substance Designer, some Illustrator, and MakeHuman.

Cultural Fuckery And Other Shenanigans – TimefireVR

future goal poster

Living on the leading edge of culture, I’ve had the great opportunity to witness modernity do a fast bake into the future. The recipes for these events, if they could be referred to as such, were mired in mistakes with tolls on humanity and the Earth that would have global implications. On the other hand, I’ve also watched the greatest technological revolution that will likely happen in my life come to maturity, culminating with the emergence of Virtual Reality.

My good fortune began in the mid-1970s when, as a teen, I became aware of a current being unleashed primarily from England and secondarily from New York, though it wouldn’t be long before an energized scene would rise in my hometown – Los Angeles. I was participating and jumping around a global culture with the emergence of Punk Rock. Oftentimes music allows one to measure the barometer of a society and to most easily see its trajectory. In Punk Rock, we saw the disillusionment with the “System.” Poseurs and neo-nazis would quickly spoil my interest in Punk, but right there on the heels of one scene was a far more important movement, one that would leave deep marks on the global landscape; Industrial Culture.

Actionism

These “Industrial” progenitors appeared to me as a worldly and knowledgeable bunch of intellectuals and pseudo-intellectuals vomiting forward high-concept art. I couldn’t know that the roots of these movements and art actions were, in some instances, based on nearly 100-year-old ideas; my education in a post-Vietnam, anti-intellectual America was poor beyond words. That lack of a broad, world-view education didn’t inhibit my curiosity; as a matter of fact, it turned out that what I was interested in wasn’t going to be taught to American teens back then, in the next 25 years, or maybe ever. I was churning William Burroughs and, before long, Friedrich Nietzsche and Jean Baudrillard. Howard Zinn, Otto Muehl, and Ayn Rand would find their place as would Andrea Dworkin, Mother Theresa, and Elias Canetti in my development. I wanted to know the world.

My view of this world was stained by the image of Charles Bukowski’s purple turkey-necked dick; it was ugly with the image that the normal world was anything but. Others knew bits and pieces of the truth, but I had a lot of catching up to do. Peace of mind was for the near brain-dead; only intellectual actionism was going to liberate society and our minds. A moment shined through where I believed we were at the brink, Throbbing Gristle – the Wreckers of Civilization. They were going to peel back the facade through art and music, or maybe it would be Techno a decade later with its psychedelic-fueled and inspired dance against conformity, or could it be that the Internet was going to be the liberator by freeing information and knowledge? Turns out that our society approves of and embraces its straightjacket of banality through each opportunity to throw off the yoke of servitude. We demand to lather our stupidity in the effervescent foam of Kardashians and insist that our diet of violence and anger is not a reaction to fear but the red-blooded right to be free, to be a nationalist, aka, the American patriot.

Rosa

To paraphrase Sir Mix-A-Lot, I ain’t down with that shit. We are explorers, founders, inventors, and creators; we are the glitch in the Matrix. As Rosa Menkman states in the Glitch Studies Manifesto, “I feel stuck in the membranes of knowledge, governed by social conventions and acceptances. As an artist, I strive to reposition these membranes; I do not feel locked into one medium or between contradictions like real vs. virtual or digital vs. analog. I surf the waves of technology, the art of artifacts.” Rosa tells us to “Fight genres and expectations!” Yet, we tolerate our guilty pleasures because everyone has guilty pleasures. Well, I’m not everyone, nor am I nothing.

If I’m not to remain nothing, I must become something, but a reflection of the known and common is not something I strive for. This kind of something is the mirror image of a false creation, a corporate and media lampooned caricature called actor or, here in the early 21st century; citizen. Max More, in his Principles of Extropy, says it best when describing the person we could be, “We choose challenge over comfort, innovation over emulation, transformation over torpor.” He goes on, “Evolution left us with animalistic urges and emotions that sometimes prompt us thoughtlessly into acts of hostility, conflict, fear, and domination. Through self-awareness and understanding of and respect of others, we can rise above these urges.” He continues with, “We will do better to focus primarily on self-transformation rather than trying to change others…..try to improve the world through setting an example and by communicating ideas.”

To communicate ideas and give positive examples – these are major tenets of Timefire. Virtual Reality may be the best “place” to break down borders and turn back the negative influence of a ruling culture. To that end, we will share what we see as good in the world: knowledge, art, music, and science. Using these cultural artifacts as our palette, we will draw an environment that reflects the beauty of nature, not the anger of the beast. While much progress has been made due to the hostility born by our inhumanity, we must move beyond the malfeasance we have empowered too many with and lay the cornerstone for a society that can evolve to another level of being, that of being truly humane.

So get ready to meet us on the streets of humanism. A place in virtual reality where one’s actions do not result in death or destruction. A place where communication and cultural sharing might have the chance to deliver what artists over the ages have been trying to accomplish, to create something that will lift us out of our meager place mired in the excrement of petty and small-minded beings.

A Glimpse Of Our Wednesday – TimefireVR

Unreal in use at TimefireVR

From time to time, I’ll offer a glimpse into our workflow and what we’re working on. This particular Wednesday morning, redacted, has been working primarily in Allegorithmic’s Substance Designer on some scaffolding elements. By no means can he really work exclusively in one piece of software, and so he has Blender, Photoshop, and Unreal Engine open simultaneously. Lucky him, his PC has 64GB of RAM paired to an Intel i7-4730k, a GTX 780Ti, and two Asus 27″ 2560×1440 monitors, so he has plenty of horsepower and screen real estate to easily move between programs. With redacted primary responsibility being Unreal Engine authoring, the extra RAM comes in handy during the worst part of redacteds week, when he has to build lighting for our environment.

Dani_Flower-2

At another desk in our office, Dani is learning about Adobe’s Illustrator program. For the next week, she’ll be immersed in that and Photoshop. After nearly two months of working in Blender daily, actually nearly seven days a week since the end of May, she’s proficient enough with mesh building and UV unwrapping that it was time to have her teach herself about the next two programs she’ll have to master. This is her first design in Illustrator; her next will be a dung ball based on Brinn’s profile.

Blender and Sverchok at TimefireVR

After a quick refresher in Blender following his Italian holiday, Luis is diving into a great big complex addon for Blender called Sverchok. A year ago, I would have called this a Russian program, but since then, a number of people from around the world have jumped in to help Nikitron, including indispensable help from Jimmy Gunawan from BlenderSushi, who has thoroughly tested Sverchok and made countless recommendations. Sverchok is Russian for “Cricket.” It is greatly influenced by “Grasshopper” for the 3D modeling program Rhino in that it, too is a parametric tool for architects and designers. For us, this software needs to tie in with plans that include After Effects, Trapcode Particular, Plexus, and Touch Designer, all wrapped up in a tight VR world.

Oculus DK2 Arrives and Luis Returns – TimefireVR

Oculus DK2 at TimefireVR

The moment the entire office has been waiting for: The Oculus DK2 Virtual Reality headset has arrived in the office of Timefire VR in sunny and hot Scottsdale, Arizona. Like nearly everyone else who has been receiving their new Rift over the past few days, we were not without slight glitches. We are using the DK2 in conjunction with Unreal Engine 4, and it was just about a week ago that Epic released version 4.3, which is WORKING with our new gear! To fix the hiccups we ran into only required us to plug, unplug, and plug again all the cables from HDMI to USB and the power. Then, in an instant, we weren’t expecting anything different than what we were getting; the Oculus turned on, and so did we. No recompiling any demos for us; we have our own world to explore, and that’s just what we did for the next two hours 🙂

Luis Chavez at TimefireVR

Meet long lost (on vacation in Italy, more specifically) the newest member of the Timefire team, Luis Chavez. Luis just got back to us yesterday after starting his new job with a two-and-a-half-week trip to Venice, Rome, Florence, Napoli, Pisa, and Milan, to name a few of the places he hung out. I’ll post more about Employee #6 in the next few days.

It’s Sunday, So We Went To Work – TimefireVR

Rainy working at TimefireVR

Over the course of two hours, everyone showed up at the office today; this is the first time the entire crew has been to work on Sunday. Redacted is working between Unreal Engine 4 and Substance Designer, while Brinn is finishing some final UV unwrapping touches on an architectural piece in Blender. Dani is trying to bring closure on a quick Blender mesh she’s putting together of an organic piece, and Ariana is taking her first steps into 3D-Coat this afternoon. Rainy (pictured above) has been working on learning Allegorithmic’s Substance Painter. With not a lot of tutorials, she’s been forced to scour other sources, like she’s doing here at Polycount’s website. Tomorrow I’ll have her teaching Dani what she’s learned so far.