Joe van den Heuvel (@ImplicitAction) profile picture

Founder, Phantom Animation. Former Apple, Valve, HoloLens, EA. Board @ SecondStory Rep

Redmond, WA
Joined July 2018
Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)Photo by Joe van den Heuvel (@ImplicitAction)
This situation sucks. The tech that Garry and team built is really impressive. I hope people come to see the potential in the project rather than getting stuck on one artistic choice
s&box is free for the weekend.. I already know you hate it and you hate me for having fun making it, but now you can give it a try for free and find out exactly why you hate it so much.. store.steampowered.com/app/5…
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Interesting stats on digital arts and live arts. But what about digital live arts?
Replying to @JosephPolitano
Perhaps the best evidence for AI-driven arts job loss is that all digital arts industries are losing jobs while most live arts still chug along Sectors like graphic design, streaming, & movie recording have experienced historically unusual job loss since ChatGPT's launch
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The recent posts about DLSS 5 reminds me of a principle Glenn Entis used to talk about back at EA: the "Zombie Line", which was kind of a corollary of the "Uncanny Valley"
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Once the visual realism is better than the animation, you get the impression of an animated corpse: it looks right, but moves wrong. Your brain instinctively picks up on this and rejects it as unnatural. You crossed the 'Zombie Line'
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DLSS 5 looks impressive in screen shots. But I'm guessing that making the characters look more real without also changing how they move is going to be consistently unsettling for users. And changing how they move could be game-breaking.
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So true
"Videogames take all the artistic risks of making a movie and combine it with all the technical risks of making software" (I don't recall who said it)
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Fun to see this making the rounds again
Batman Gotham by Gaslight (canceled around 2010) The game got canceled in its early prototypes because the studios THQ and day 1 studios failed to secure the publishing rights
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After 25 years in games and XR I've started something new. Phantom Animation is a studio for live animated performances. Not a recording, not a film, not a game — theatre that happens once and is never the same twice. phantomanimation.com
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I'll be at AWE in Long Beach next week — say hi if you're around!
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Having a full circle moment; having fun developing using an API standard I helped draft a small piece of and (in one instance) implement.
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If you’re in the Seattle area, come see our production of The Cake at SecondStory! Proud to be working with this talented cast and crew. secondstoryrep.org/product-p…
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I believe AR/VR will eventually see broad adoption, but it won’t be games that drive the demand. It will be productivity, just like it was for all the other major computing platforms, and games will follow after. Thread/
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There will be dedicated gaming VR headsets that target improved gaming experiences, like the Switch is to the iPhone in the mobile space today. But those won’t be what ushers in the mixed reality future that many are pursuing.
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So, what does that mean for mainstream XR game design? My guess: - Hand tracking, not controllers - AR, with VR optional - Seated - When in VR, teleport as default And dedicated XR gaming devices will be the opposite.
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