Steam Dev Days 2014 – TimefireVR

Steam Dev Days 2014

Flew up to Seattle, Washington, a few days ago to attend the Steam Dev Days event hosted by Valve. I was desperate to go as it appeared there was going to be an emphasis on Virtual Reality, so I reached out and requested an invite code, and much to my surprise, I was sent one. Being the over-enthusiastic zealot I am when I focus my attention on something I’m interested in, getting to listen in on Valve’s ideas of where VR is heading fits my needs to satisfy and even amplify my already off-the-chart curiosity. I visited the Convention Center the night before to find out just where I needed to be the next morning. I arrived Wednesday morning while they were finishing setting up the hall and our catered hot breakfast. I was trying to be polite when the guys who created Black Mesa for Counter-Strike strode in and sat where I “was” going to sit. We had about a two-hour wait before things got underway. As it turned out, I sat at the end of the center row; little did I know that this would work out PERFECTLY. Gabe Newell, the founder of Valve, was the first speaker.

Gabe Newell and John Wise at Steam Dev Days 2014

As Gabe finished speaking, I was not one of the lucky people who were able to ask him a question. Not a problem, I saw an opportunity. I got out of my seat, and as he made his way out of the hall through the seated crowd of 2000 attendees, I followed him. Once in the hallway, I asked my question. As we walked along and he answered, he asked if we could sit down a moment and continue. Wow, I’m kinda blown away by now. After a short while, he asked if I had the chance to see their implementation of VR, “Nope.” He got up and said, “Come on.” At the end of the hallway is the man behind the curtain, seriously. Gabe asks Atman Binstock, a Senior Engineer who’s been working on Valve’s VR project if he can get me in. There are a limited number of spots open to demo this prototype headset during these two days, and they are already reserved for the likes of people from Rockstar, Ubisoft, Intel, etc. Atman says he can offer me an abbreviated demo. I am indebted to Gabe, but I’m not even sure in my excitement if I offered him my profound thanks.

VR Room at Steam Dev Days 2014

Now, I, too, am behind the curtain and in the magic room. The walls are covered with “Fiducial Markers” – they are what the camera on the headset I’ll put on will see so positional tracking is maintained. For the Oculus Rift demo at CES the week before in Las Vegas, the guys turned the concept around and covered the headset with markers where a camera on the wall kept track of the users’ head movements; that prototype system was called Crystal Cove.

Valve Headset at Steam Dev Days 2014

This is Valve’s prototype VR headset I had the opportunity to put on. There are no words to describe the next series of events and impressions except to try and sincerely say that Virtual Reality is going to CHANGE EVERYTHING! EVERYTHING!!! Valve and Oculus call it “Presence” – when any idea that you are in something artificial fades away, and you are transported into this “other” place. I stood among cubes, simple cubes stretching off into the distance all around me. I could have been in Tron; it was the most amazing thing I’ve ever seen. I was standing in a giant cube with the Yahoo home page on the six sides of the cube; this was the most amazing thing I had ever seen. You should know where this is going. Until amazement gave way to epiphany and a near-religious experience – I was in the universe of CDAK. This environment that buckled my knees and brought me to tears is a tiny 4k program that originated out of the demoscene. Back in the nascent days of the personal computer industry, “crackers” would create small demos that usually preceded a game they cracked – very common back when I owned a Commodore 64 and then my Amiga. My breath was taken away; I seriously had to gasp at how beautiful the universe was. At this moment, if there had been any uncertainty, I was convinced that VR was going to steamroll humanity. Exploring intricacy and beauty, which is impossible to realize in our physical world, is what’s going to make this ubiquitous. By this time, I don’t know what to say to Atman as I remove the headset; I’m stunned. Telling anyone what this was or how it felt will never compare to how the individual is going to find their worldview permanently altered from just one encounter with VR – assuming it isn’t going to be in an environment shooting people.

Tom Forsyth and Atman Binstock Steam Dev Days 2014

I emerge back into the real world. Gabe is gone. On the other side of the curtain, I’m introduced to Tom Forsyth, who now works with Oculus but has been with Valve. On his right in this photo is Atman Binstock, who does work with Valve. I’m tongue-tied. I want to ask a question, but my mind is reeling. I concede defeat in that my thoughts are not to easily be unscrambled, and I say bye, though I want to go back in, and I head back to the conference floor. I walk away with a smile that will have me looking like an idiot for the next three days.

Slide from Steam Dev Days 2014

Now, I have to focus on the other reason I’m here in Seattle: learning from Valve. When Gabe Newell gave his introductory talk, he said he was only going to focus on two things: the most important two things Valve sees for the future are Open Platforms and Virtual Reality. With that in mind, the people here to talk with us are spilling their corporate guts about what’s working and how things have changed. They point out the economic benefits of in-game trade and commerce, of how they can no longer make all the content, and the user wants an active role in creating UGC – User Generated Content. Two examples are how they were surprised when users made more than 20,000 skins that were being traded in Counter-Strike, but that didn’t prepare them for what happened in Portal. Users created more than 318,000 maps, a feat Valve would never have been able to do on their own. We hear over and over about openness, that we must evolve and learn, and that economic connectivity between developers and gamers is strategically absolutely important. After some amazing talks about the success of Counter-Strike, Team Fortress, Portal, and Dota2, it was time for me to attend the afternoon sessions. Talks about Music in Games, Collaborative Coworking, and Steam’s Early Access program were the sessions I chose; I would have liked to attend all the sessions, though.

Alexis Khouri and Jeremie Noguer at Steam Dev Days 2014

At the end of the sessions was a get-together in the main hall with DJ and drinks. There was also the matter of a giveaway that was part of our swag bag. At the start of the conference, attendees were handed a bag of goodies and a t-shirt. In that bag was a prototype Steam Controller, a notebook, a pen, some stickers, and, of course, the really cool Steam Dev Days canvas bag it all came in. But we were also given a card that was to be turned in this evening. Before I collected my free gift, I ran into Alexis Khouri and Jeremie Noguer of Allegorithmic. I had just met these two guys the month before in Los Angeles when their CEO was over from France to make the official announcement of their new software called Substance Painter. They told me of something totally cool coming to Substance Designer 4.1, but I can’t say anything yet except that it’s going to be really cool.

Brix Pro at Steam Dev Days 2014

Btw the card we were given earlier in the day to be traded at the evening social event was this i4770-based Gigabyte-built Steam Box called Brix Pro. While I was happy to hear about this and receive my very own, nothing was overshadowing my experience in Valve’s VR room. If it hadn’t been for all the great content of the sessions and how open Valve was with how content is being sold, I could have easily gone home at around 10:30 on this first day. You can be sure, though, that this mini powerhouse of a computer had me giddy as a kid this swag bag didn’t disappoint.

Michael Abrash at Steam Dev Days 2014

The next day, we heard talks in the main room about ARG – Alternative Reality Games. What I was waiting for, though, were the afternoon sessions, as there was a big focus on VR. There was so much interest that the room this was supposed to be held in was expanded to handle 700 participants. Michael Abrash gave a great talk about how close we are to commercial virtual reality. Instead of me describing it, you should just go to his slide show and read about it yourself – click here.

We also listened to Joe Ludwig, who talked about VR and Steam; check out his presentation – click here.

Palmer Luckey was here with his crew from Oculus, including CEO Brendan Iribe, co-founder Nate Mitchell, and Tom Forsyth. Palmer was coming off a successful couple of weeks that saw the company raise $75 million with Andreessen Horowitz and demonstrate the Crystal Cove at CES in Vegas. Palmer leaped on stage and dove into an hour of material that was compressed into a 30-minute presentation.

Palmer Luckey and friends at Steam Dev Days 2014

After the individual talks, the guys sat down to answer questions from the audience. From left to right are Joe Ludwig of Valve, Devin Reimer of Owlchemy, Palmer Luckey of Oculus, and Michael Abrash from Valve. The conversation lasted about an hour, after which we broke for a catered dinner in the main room, along with more music and drink.

Palmer Luckey and John Wise at Steam Dev Days 2014

As I was leaving I ran into Palmer, not the first time, that was at Siggraph just this past July. I said hello and took the blurryest selfie ever, hence the small black-and-white version I’m posting. Over the two days here, I was able to see that an older generation and decades of digital advancements had given the opportunity to a young 20-year-old guy to change the world. The people who will make the content that drives that advancement are twenty and thirty-somethings who are harnessing complexity and are still able to learn new tricks and hopefully bend with an entertainment industry that is about to go through the greatest contortions it has ever faced. Get ready, world; you ain’t seen nothing yet.

Happy New Year – TimefireVR

Canal View from TimefireVR

Like the days and years ahead, there are things that cannot be seen until they present themselves. There’s a lot of work that goes on behind the scenes, behind the curtain, and within the mind when magic is being manifested. We are aware that this is the year when a new reality is going to unfold, a place familiar yet different; it is popularly known as Virtual Reality. With this reinterpretation of our brave new world, the doors of perception will surely be knocked from their hinges. This new food of the gods is being built using the very electrons that manifest and alter our reality; we are the engineers of tomorrow and a billion futures. Happy New Year, world.

Psychedelic Paintball Cow Finds Enlightenment – TimefireVR

Psychedelic Paintball Cow Finds Enlightenment

Today, we tripped into a new light-bending paradigm, secret software with a secret sauce that we have to remain mum about. This is literally the very first thing we painted with it, and we’ve only scratched the surface or etched its Normals if you are of the 3D digital artist persuasion. We’d love to tell you more, but maybe we’ve already shared too much. A new kind of fun will arrive next year, and it will blow plenty of minds, and all without the benefit of drugs.

Education On The Light Plane – TimefireVR

Substance in TimefireVR

Visions of the new school. Our classroom will only exist within the electronic bits that pulse particles of light into the ether that lies between the flat panel and the optic nerve. We’re taking the instructor and turning him into the digital character of our choice; no one is afraid of computer monsters around here. We’ll materialize the software of our choosing into a virtual reality playground that enters the third dimension, maybe the fourth, if any of you can point us to the right download. You’ll walk between tools, grab the ax size paintbrush and slash brushstrokes onto the canvas, kick virtual buckets of color into space, and you can forget about finger paints as your hands do the fancy-dance frenzy to smear the image into a psychedelic landscape. Learning will become a physical exercise in our new world.

Right now, we’re amateurs, painfully aware of that status, too, but we’re not standing still. The computer industry has given us scissors that have been trained to cut up reality, and we’re running as fast as we can with them. Taking our cue from the many innovators, inventors, and thinkers who have created this digital age, we are using their inspiration as the textbook and video tutorial for what our next steps have to be. We bow down before the countless super-minds who have invented the algorithms that bend the light of the universe to our liking, and we thank each of you.

Oculus Rift Changes Everything

A bunch of stuff

Everything you think you know is about to be turned on its head. The coming revolution is a wave of tsunami proportions that will fundamentally alter humankind’s course. This historic moment will be instigated by the Oculus Rift, though the impact will only be seen through hindsight.

Most who know me likely think I’m a bit too liberal with the hyperbole regarding my enthusiasm for how I perceive the future. That’s okay, as I don’t claim to be clairvoyant and readily admit I may be quite wrong, but I really believe I’m being too conservative – even if my timeline proves to be short. You see, I think we are on the precipice of extraordinary change on the scale of when humans discovered how to work with fire, pottery, metal, or agriculture.

For nearly 150,000 years, while reality has been all around us, our mark on it, our art, has been in front of us – and it wasn’t always portable. What I mean is that when we learned to map a location, our ancestors likely drew a diagram in the dirt; this might have led to our recognition that we could use a rock to mark a tree and then mark a wall. Art was born. Since that time, we have become more sophisticated in our ability to place art before ourselves by putting it on statuary, canvas, celluloid, glass tubes, and now on thin, flat glowing panels. What all these things share, from the cave wall to a bendable OLED screen, is that they are before us; they are in front of our faces and are an element of our reality.

We are about to embark on a new paradigm, one where art is no longer in front of us; instead, it will supplant reality, placing us in the middle of a new reality. Some may look at this merely as a means to play a video game, and that is how it will be sold. Others will think it is a perverted tool that will make pornography all the eviler, though they themselves will likely have to know that first hand. Hollywood may see it as a savior that will deliver more eyeballs to see the same movies all over again as they work to remake yet more sequels; this time, though, they’ll be immersive. The paradigm I speak of is virtual reality, also known as VR.

What the Oculus Rift, and a host of similar products I’m sure, promise to bring, is the ability to be anywhere – except where we are. I won’t argue that it will take time for a generation brought up on shooting everything that moves to shift to taking an interest in exploring the sublime. This is in part because those of us venturing forward to create such content will need a lot of time and probably some external capital to allow us to employ artists, scientists, programmers, and musicians. But I see a problem with this: curiosity leads to…well, curiosity. Why is that an issue? Curiosity is a cornerstone of greater intellectual capacity, and we are on a 50-year binge of banality and conformity that has intentionally or inadvertently commercially benefited a certain segment of the population from our dumbing down. How will those interests either cede control or evolve their own content away from being manipulative and trivial?

Without simulated rape, drug use, chainsaw death, torture, shooting, and other negative stimuli to rail against, how will the powers that be leverage media hysteria on how “Educational” or “Enlightening” VR is, corrupting whichever segment of society should be targeted for being its victim? Is it really by consumer demand that our movies, books, and video games nearly always have an evil character? Why, then, when we travel, do we spend time exploring the arts, music, exotic cuisine, and beautiful nature instead of dodging zombies or going on shooting sprees? We explore because life is interesting, amazing, and full of learning opportunities. Media-contrived art is not imitating life, it is extorting the masses.

When the individual returns to painting on the virtual cave wall, to drawing in the digital dirt and watching the flicker of electronic light bouncing off a 3D caterpillar metamorphosing into a butterfly in an immersive world as seen through the Oculus Rift, they are going to feel in control and even more curious. They will wonder what they’ve been missing while they’ve been living comfortably numb in a society that has been celebrating mediocrity. Virtual reality is going to peel back the facade that ignorance is bliss; it is going to have us all dreaming of where we can go next and wondering what the story is behind those Mayan ruins, folding proteins, supernovae, and the mechanics of how a flower unfurls in the morning sun.

Watch out, world; here comes curiosity.

Oculus Rift Changes Everything – TimefireVR

Various objects with the Oculus Rift

Food, minerals, pottery, metal, music, religion, books, art, adventure, transportation, technology, the Oculus Rift

Everything you think you know is about to be turned on its head. The coming revolution is a wave of tsunami proportion that will fundamentally alter humankind’s course. This historic moment will be instigated by the Oculus Rift, though the impact will only be seen through hindsight.

Most who know me likely think I’m a bit too liberal with the hyperbole regarding my enthusiasm for how I perceive the future. That’s okay, as I don’t claim to be clairvoyant and readily admit I may be quite wrong, but I really believe I’m being too conservative – even if my timeline proves to be short. You see, I think we are on the precipice of extraordinary change on the scale of when humans discovered how to work with fire, pottery, metal, or agriculture.

For nearly 150,000 years, while reality has been all around us, our mark on it, our art, has been in front of us – and it wasn’t always portable. What I mean is that when we learned to map a location, our ancestors likely drew a diagram in the dirt; this might have led to our recognition that we could use a rock to mark a tree and then mark a wall. Art was born. Since that time, we have become more sophisticated in our ability to place art before ourselves by putting it on statuary, canvas, celluloid, glass tubes, and now on thin, flat glowing panels. What all these things share, from the cave wall to a bendable OLED screen, is that they are before us; they are in front of our faces and are an element of our reality.

We are about to embark on a new paradigm, one where art is no longer in front of us; instead, it will supplant reality, placing us in the middle of a new reality. Some may look at this merely as a means to play a video game, and that is how it will be sold. Others will think it is a perverted tool that will make pornography all the eviler, though they themselves will likely have to know that first hand. Hollywood may see it as a savior that will deliver more eyeballs to see the same movies all over again as they work to remake yet more sequels; this time, though, they’ll be immersive. The paradigm I speak of is virtual reality, also known as VR.

What the Oculus Rift, and a host of similar products I’m sure, promise to bring, is the ability to be anywhere – except where we are. I won’t argue that it will take time for a generation brought up on shooting everything that moves to shift to taking an interest in exploring the sublime. This is in part because those of us venturing forward to create such content will need a lot of time and probably some external capital to allow us to employ artists, scientists, programmers, and musicians. But I see a problem with this: curiosity leads to…well, curiosity. Why is that an issue? Curiosity is a cornerstone of greater intellectual capacity, and we are on a 50-year binge of banality and conformity that has intentionally or inadvertently commercially benefited a certain segment of the population from our dumbing down. How will those interests either cede control or evolve their own content away from being manipulative and trivial?

Without simulated rape, drug use, chainsaw death, torture, shooting, and other negative stimuli to rail against, how will the powers that be leverage media hysteria on how “Educational” or “Enlightening” VR is, corrupting whichever segment of society should be targeted for being its victim? Is it really by consumer demand that our movies, books, and video games nearly always have an evil character? Why, then, when we travel, do we spend time exploring the arts, music, exotic cuisine, and beautiful nature instead of dodging zombies or going on shooting sprees? We explore because life is interesting, amazing, and full of learning opportunities. Media-contrived art is not imitating life; it is extorting the masses.

When the individual returns to painting on the virtual cave wall, to drawing in the digital dirt and watching the flicker of electronic light bouncing off a 3D caterpillar metamorphosing into a butterfly in an immersive world as seen through the Oculus Rift, they are going to feel in control and even more curious. They will wonder what they’ve been missing while they’ve been living comfortably numb in a society that has been celebrating mediocrity. Virtual reality is going to peel back the facade that ignorance is bliss; it is going to have us all dreaming of where we can go next and wondering what the story is behind those Mayan ruins, folding proteins, supernovae, and the mechanics of how a flower unfurls in the morning sun.

Watch out, world; here comes curiosity.