32 blog posts found matching keyword search for: gaming in Alaska
As the technology evolves and becomes more accessible, virtual reality (VR) is finding its way into unexpected places. The result means unlimited potential for creating completely immersive virtual environments for everything from designing cars in midair to building virtual film sets.
In the world of video game production, there's a lot of time that goes into elements such as designing landscapes, people and the wardrobes, which is a major part of bringing characters to life. Makeup artist Kelton Ching is responsible for creating all of the wardrobes and masks for the upcoming Lovecraft-inspired open world game from Frogwares, The Sinking City, during E3. What goes into wardrobe for video games? Is it much different than wardrobe design for film? Kelton answers these questions and more.
There are few current trends in media and entertainment as exciting and fast-growing as Esports (an umbrella term encompassing competitive gaming across a number of distinct games). Growing out of the humble origins of arcade tournaments, and online game play-throughs, Esports have experienced a meteoric rise recently, though tournaments have been broadcast by channels such as GIGA since the early 2000s.
If it feels like everyone is jumping on the Virtual Reality / 360-video Hyperloop that’s because the consumer market has hurdled from zero to roughly six million units in just a few months. You can thank the casual and hard-core gamers who comprise a majority of the VR population but, while non-gaming adoption is light, platforms like Facebook and YouTube are taking it seriously.
Virtual reality (VR) has slowly been coming into its own in the last several years. These days, anybody can buy a VR headset compatible with a smartphone and dive into an immersive game experience. VR isn’t just for gaming anymore, however-it’s also making a splash in several industries. It’s a growing market, and with 685 VR startups diligently advancing the technology, the VR market is expected to be worth about $30 billion by 2020. So what’s the next step for VR? Most likely, we’ll see a shift in the number of industries that begin to focus on using VR.
With “disruption” being used as common vernacular to describe the television industry, how do content creators, advertisers and consumers move through this ever-changing environment? Is it streaming services driving micropayment models or gaming box aggregators letting us choose multiple services to consume? How will content consumption be impacted with a la carte behavior models driving the audience to new personalized viewing solutions? Who’s got the straight dope on this trend (if it even IS a trend yet)? Our panel does, and they share it with you in a “must see” session!
Co-directors Brian Stillman and Kelley Slagle take us on a journey with the latest documentary Eye of the Beholder: The Art of Dungeons and Dragons, from the role-playing game’s 1980s introduction to its modern heyday, celebrating the prolific artists who visualized and defined its expansive world along the way.
Pokémon Go is a bona fide cultural phenomenon. It may just be the biggest mobile game in U.S. history, and developers are now scrambling to snatch up other popular IPs to attach to similar kinds of AR games.
by Nina StreichThe panel opened with the question, “Has old media died off?” and the interesting factoid that social media has now exceeded porn as the most used aspect of the internet.All the panelists agreed that the distinction between old and new media is shrinking. Mina Seetharaman (MS) said that everyone used to think of TV as old media but now all media - new or old - goes through a pipe.
Virtual Reality is dead. Dead, out, gone. That is what the skeptics love to say in the many articles pointing to the minimal adoption and fiscal progress the industry has made overall. What these skeptics seem to overlook is the fact that this young technology has only just begun the long road of development, and as additional technologies such as augmented reality, artificial intelligence, machine learning, and hands-free capabilities get factored in, VR will become the next great technology cycle.