Episodit
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Andreas Edesberg is the co-founder and CEO of Sloyd. With over 300,000 users globally,
Sloyd is on a mission to make 3D asset creation accessible, quick, and easy. But are they living up to the expectations and needs of studio and 3D artists? What about a future where worlds are create in Real time?
Today we will dive deep into this topic and discuss:
How Sloyd is giving more control on the style generated 3D models
The main use cases for 3D assets generated with Sloyd
The dramatically different approach they have taken when compared to other generative AI tools
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You’ve just heard Will Eastcott, CEO of PlayCanvas, one of the most popular open-source 3D engines for the web. Before founding PlayCanvas, Will worked at major game studios like EA, Sony, and Activision, contributing to titles such as GTA, Call of Duty, and Max Payne. Today PlayCanvas' mission is to make web app development more accessible and collaborative. In this episode, Will shares invaluable insights and the game-changing tools he has built to help developers through their journey. We will discuss:
The current state of 3D on the web for gaming and beyond
Practical tips to help developers choose their web engine AND optimize their experiences on web
How you can clean and edit your Splats directly on the browser
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Puuttuva jakso?
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Jelmer Althuis is the founder of Sphere of Sound, a company dedicated to crafting cutting-edge audio solutions that redefine immersive experiences. He also serves as the Audio Director at VRelax, where he specializes in designing therapeutic audio landscapes that enhance mental well-being through virtual reality.
He is a true expert and through this conversation we start defining the real fundamentals of what makes sound sound real
We look at the production workflow including the recording process, the best libraries and SDK you can use right now
Look at the impact sound can have on users and inhabitants of virtual worlds
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Sergiu Ardelean is a serial Austrain entrepreneur. He successfully exited an Augmented Reality agency in Vienna that served prestigious clients such as Volkswagen and Audi across 42 countries. He is now leading Artivive: the Canva for augmented reality. Artivive engages a community of half million creators across 190 countries. Collaborations with world-renowned museums and galleries in Vienna, Munich, San Francisco, Seoul, and Shanghai are still going strong, unlike many other AR apps we have seen over the years that have risen and fallen. During this interview, we will discuss:
How the mission and focus of Artivive differs from the many other AR tools that have disappeared over the years like Meta Spark
The ownership of the digital space
Why they decided to focus on simplicity
How Artivive unlocks new revenue opportunities for Artists and Museums
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John Dagdalen is the founder of Fluid an app that turns your VR headset into a spatial computer. Spatial computing and productivity are hot topics with various hardware and software players trying to crack the code and get the love of professionals who want to be more productive in XR. But I and the hundreds of stellar reviews on the Meta store guarantee you: Fluid is not your typical productivity app. So today we will learn:
Why you should drop your multi-monitor setup and start working in a headset
How Fluid differentiates itself from other productivity apps
How they are reimagining productivity in XR powered by AI
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Billy Boman is a Swedish AI Artist, Creator and educator with over a decade-long career in design. He is a visual AI storyteller who has created some of the most cohesive and impressive AI generated video I have ever seen. He worked with musicians like Fred Durst and brands like Intel & Ballantines reaching hundreds of thousands of viewers. Today we will get a pick at his workflow:
How Gen AI video is opening up new opportunities for creatives
His fluid approach when creating with AI
How he managed to tap into the open-source goodness even owning a Mac
How he deals with the negative reactions towards AI and his videos
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This episode was created entirely using NotebookLM from Google.
These were the publicly available content I used as sources:
- CMA report on AI foundation Models
- Competition in GenAI
- EU initiative on Web 4.0 and Virtual worlds
- DW Youtube Documentary
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Gabe Baker is a former teacher and education researcher, who took the leap into immersive tech. He made Frame, a platform that makes it easy to communicate, collaborate, and create in 3D environments directly in the web browser, mobile and even VR headsets. The platform grew hosting hundreds of events and teams from Janssen, Microsoft, Trello and MIT. But recently he announced it is time for a radical change: Frame is evolving for the new AI era. In this interview, Gabe shared with me his honest feelings and tough learnings from the perspective of a real founder and gave down-to-earth answers to some very tricky questions:
With Mozilla Hubs, Altspace and Glue shutting down is there still a need for XR meeting and collaboration apps like Frame?
How is Apple and VisionPro approaching the web space?
How are big organizations using these 3D collaborative spaces
What is the vision of AI supporting collaboration and productivity in 3D spaces
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Quanetin Valenbois is an XR Developer, Teacher, Content Creator and CEO at Valem Studio. He has been working professionally in VR since 2017 he soon realized there was a lack of quality content developers people could rely on. This is why he decided to create not one but two channels to inspire and educate developers to get started and master XR development… until AI came. That’s the moment he decided to answer a question many devs are asking right now: Can AI take over my job?
Today we will learn:
Surprising ways in which AI was capable of correcting its own mistake
What kind of knowledge do you need to follow AI’s instructions
Why, Despite the tremendous similarity of the final product with game, it is better for you as a developer to learn as a human
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Gaussian splatting or for short G splats is the latest method to capture objects or entire complex 3D scenes using only a video. It falls under the category of Radiance Fields much like Nerfs but it's actually quite different: they are faster to train, you can achieve an unprecedented level of realism BUT have they lived up to the hype?
Today we will figure it out with Georgii Vysotskii, the co-founder and CEO of Gracia.ai a deep tech company specializing in the visualization of Gaussian splatting and redefining the way moments are captured and experienced…. Even in VR.
We will talk about
The story of Gracia and how they brought Splats to VR
A type of Gaussian splat you might not have heard about
The usecase unlocked by Gaussian splatting’s fast rendering speed
How they are tackling a key challenge when it comes to distribution
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Dr Doom is the cofounder & CEO of LIV. He spent 11 years in tech with 7 of those consisting of founding & running LIV, the world's leading XR capture tool. If you have seen any cool MR footage in a commercial, trailer, streamer or content creator it is VERY likely that was created with LIV. They have recently become the official partner with Meta to bring robust and fully-featured #mixedreality Capture and virtual camera support to #metaquest and today we will discuss:
- The tools that will soon be available to developers and creators to capture #XR gameplay
- Why even bother with creating #mr content for your game or app
- What are interesting usecases for MR capture beyond gaming and social media content creation
- What the partnership with Meta means for developers and creators and how the team managed what could have been a much less desirable outcome
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Oskar Stålberg is an established indie Game Developer, and a real authority when it comes to procedural content generation. He has worked on Tom Clancy's The Division and later focused on his own titles like Bad North and Townscaper, both acclaimed successes by the gaming community. Oskar has also ported Townscaper to Meta Quest and keeps finding new and creative ways to leverage procedural generation for innovative and unconventional game ideas.
Join this episode to learn:
-How he found the balance between art style and gameplay for some of his most successful games
-The role of the wave function collapse algorithm and how he took procedural generation to a new artistic level
-The reason why he has been building in public and how he gathered an audience of over 100K followers on X
-How he reimagined Townscaper for standalone VR
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Leif Petersen is the founder and CEO of HOLOGATE, a global leader in extended reality solutions with an interesting success story. It all started with entertainment and since its inception Hologate has expanded to hundreds of multi-user VR systems across 42 countries, engaging over 22 million people with major IPs like Ghostbusters and Angry Birds. More recently the team has created a specialized section dedicated to training and simulation and they managed to deploy training with the German Army and the Swiss Police special forces. It doesn’t happen often to be this successful on both fronts and today you will learn:
How they designed and optimized every aspect of their location-based experiences
How stripping a game to its simplest form was just the key for fun
What type of games turned out to be the most popular
What it took to pivot to training and simulations designed for governmental organizations like the German Army and Swiss Police Special Forces
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Sachin is an artist and creative tech entrepreneur. As the co-founder of AI Lemon Academy he has trained hundreds of professionals including teams at Amazon, to use AI in their daily creative workflow. From initial concepting to refined prompting to generate specific visuals he runs bootcamps for leaders & professionals in the creative industry and he is a relentless explorer of the latest and greatest tools and workflows.
We will dive deep into the world of AI-generated images and will cover:
- The best AI image generator for various usecases
- Sachin’s obsession with consistency and how he decided to take this matter into his own hands
- How Gen AI images are used in real production
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Matteo and Paride are the co-founders of Pijama Kasama, an Amsterdam-based studio creating custom experiences and games for brands on platforms like Spatial, Roblox and Fortnite. They have been working with brands like Absolute, BMW, NASA and they recently launched their game based on their own IP called “Kasama the Awakening” which is without a doubt one of the best-looking web-based games you can try right now. We will dive into their journey and how they captured the learnings to create and launch this unique experience including:
Strategies to promote your web-based game
Some tips on how to make sure even the more ambitious games run smoothly on web and mobile platforms
The differences when building branded games on Fortnite, Roblox and Spatial including the monetization options for creators and even their analytic infrastructure
Why and how brands should rethink their approach to building and populating these 3D worlds
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Alex Karim is a technology leader focusing on the convergence of the physical and digital world. As a Mixed Reality pioneer, Alex was the first person to deploy HoloLens 2 in Formula 1 at McLaren. In 2021 Alex joined Microsoft and in his current role he consults some of the world’s largest organizations supporting their AI transformations and today we will learn from him:
What are the biggest barriers to the adoption of XR and AI in big organizations
How to capture the value from early POC and pilots
The framework and guidelines that Microsoft uses to deploy AI responsibly
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Bobak Tavangar is the Co-founder of Brilliant Labs, A Singapore-based startup that launched to market Frame: lightweight AR glasses powered by AI. In a space of AI-enabled wearables that is getting ever more crowded, there is one thing that sets Frame apart: it is completely Open source.
By listening to this episode you will learn:
What is Frame, Noah and what are some of the interesting applications the developer community is building on top of this open hardware and software platform
What is the current status of the wearable AI tech and what makes Frame stand out
Bobak’s take on how media and influencers reacted to the release of the Rabbit R1 and the Humane AI Pin
The 2 reasons why Brilliant Labs is betting its future in open-source
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Asaf Geva is one of the co-founders of Peanut Button, the studio behind the Retropolis series, a VR narrative game that despite the close to zero production budget launched on the Meta store and gathered stellar feedback from the community. Since then the team has grown and the studio is out with “Retropolis 2: Never Say Goodbye” now available on the Meta store AND PSVR2.
By listening to this episode you will learn:
What is the origin story of the Retropolis franchise and how the team grew and launched the second episode on PSVR2
How the Peanut Button team prioritized storytelling in their point and click style adventure game
How they used Quill as part of their design and development process
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Daniel Sproll is a trained cognitive scientist working with XR technologies for over a decade.
He is the co-founder of realities.io a german studio producing multiple award winning VR experiences, the latest being the indie VR hit Puzzling Places launched on Quest and now available also on Vision Pro.
We will dive deep into their journey when porting the app to the Apple device
An unexpected challenge they encountered when designing a 3D puzzling game
How the team cleverly used sound design to elevate the game for their users
How bringing puzzling places to Mixed reality impacted the user experience
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Tommy Thompson works as a consultant in artificial intelligence with a primary focus on the video games industry. He is the mind behind “AI and games”, a YouTube channel with over 200K subscribers dedicated to increasing awareness of AI research and development within games. As a result of his academic, and professional experience he took on the role of advisor during the GDC AI summit.
By listening to this episode you will learn:
- How AI is still finding its way into game development pipelines
- The cautious approach BIG game studios are taking to GenAI
- How Small game studios can capitalize on this opportunity
- His expert prediction on how gen AI will evolve over the next 3 years
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