All Times are listed in Central Standard Time (CST)
FRIDAY APRIL 16 SCHEDULE
|CSGC – Opening
|CSGC MC – Ben & Alex
|Immersive technologies and medical education
|A Master’s in Gaming
|Ministry of Silly Walks Presents Physically Simulated Walking
|Integrating Mechanics & Narratives
|Jessie Contour and Paula Rogers
|Creating VR Training Simulations
|Mark Suter and Preston Layman
|The shift to 5G Edge Computing with the cloud gaming boom
|Ready Player One: VR in the Classroom
|Laura Sullivan, Ahmed Hammam, Arfi Syifaa’i, Diego Burgi and Kathleen Henry
SATURDAY APRIL 17 SCHEDULE
|CSGC – Opening
|CSGC MC – Ben & Alex
|Small Game Engines as Prototyping Tools
|Intro to Game Maker Studio 2
|Oklahoma Community and events
|Unity Certifications 2021
|Transmedia Environmental Development
|STEM Education and the Art of Storytelling
|Dynamic Geometric-Based Reverb
|Creating Content with Virtual Production
|CSGC AWARD CEROMONY
Immersive technologies and medical education
[Friday April 16- 10:15 am]
The technologies of virtual reality (VR), augmented reality (AR), video games, virtual worlds and social networks have become collectively known as immersive technologies and are able to engage users of all ages. The continuous increase in computational processing power and accompanying decrease in the size of electronic components has led to the decreasing cost and rising availability of consumer-level immersive technologies have helped advance the adoption of virtual simulation in recent years. Projections for the growth of the VR hardware industry are staggering, driven largely in part by video game early adopters although VR and AR are rapidly entering into the medical education and healthcare fields. Within the medical field, VR and AR are not so much technologies of the future but rather, of the present where researchers, medical professionals and educators are finding innovative ways to leverage immersive technologies and transform both healthcare teaching and practice. In fact, over time, it is anticipated that immersive technologies and VR/AR specifically, will play a large role in various medical-based applications including education and training. In this presentation a brief overview of the application of immersive technologies in medical education will be provided. Emphasis will be placed on the benefits and limitations of existing technologies, what currently can and cannot be, and various open problems that must be addressed before the application of immersive technologies becomes more widespread in medical education.
Master’s In Gaming
[Friday April 16 – 11:00]
An aspiring game designers reflection on their journey thus far as they aim to enter the game industry.
Ministry of Silly Walks Presents Physically Simulated Walking
[Friday 16 – 12:00 pm]
A high level talk about our approach to creating a physically simulated character that can walk, run, get-up, jump and perform basic arm motions while walking. We will describe the technology we are using, what worked and some of the pitfalls that were encountered on the way.
Integrating Mechanics & Narratives
[Friday April 16 – 1:00 pm]
“Interactive experiences offer an incredible opportunity for powerful storytelling, but there are many factors to consider when designing the way users interact with your story. Mechanics can either help or hinder narrative, depending on how well they are integrated into plot, character, and worldbuilding. In this talk, we’ll cover best practices for crafting user engagement in narrative experiences, including a look at the creative process from the perspective of both story and gameplay..
How can we work with the constraints of standardized interfaces to support our unique storytelling goals? How can we avoid ludonarrative dissonance while still creating an experience that’s simply fun? And how can we apply storytelling principles to make every scene matter when our game is an open-world experience that relies on discovery and unpredictability?
We’ll also cover one of the biggest challenges of interactive storytelling—how to create a memorable main character while also allowing room for the player. We’ll examine what makes a great protagonist, antagonist, and supporting character(s)/NPCs, and how to bring them to life through differentiated gameplay within a singular narrative.
Lastly, we’ll breakdown industry examples of how others have succeeded or fallen short in integrating gameplay, and offer guidelines for successful interactive storytelling. We’ll also look at alternative controllers and non-traditional narratives as inspiration for taking story mechanics beyond any particular medium. “
Creating VR Training Simulations
[Friday April 16 – 2:00 pm]
We briefly review 3 starting points for creating VR in Unity (for different skill levels), then show a case study of a high school student’s project to train workers in VR for automobile manufacturing. This includes paper prototyping, then using Unity’s XR Interactive Toolkit to build the training sim on how to assemble parts in an assembly line environment. We present challenges and advice for others attempting similar projects.
The shift to 5G Edge Computing with the cloud gaming boom
[Friday April 16 – 3:00 pm]
With 5G starting to be deployed on a mass scale and making data transfers faster than ever before, being closer to the end user is key to create a unique ecosystem to retain the customer on a given platform as long as possible. This is crucial to improve customer experience as well.
Edge computing is much more than just a game to bring latency down. It is a shift in computing that is fundamentally altering the way we build and scale infrastructure, how we serve a market that is ever more global, and it calls for novelty and cutting-edge thinking in how the ICT industry works as one.
Cloud gaming is today one of the major motivation drivers for edge deployments. We have seen gaming companies deploying edge computing servers overseas to serve their cloud gaming platforms.
Telco companies are eager to shift their models around the application layer to serve this edge computing century. Only with a vision, the cando approach, solid infrastructure and connectivity, the world can embrace this new technology zeitgeist that is edge computing.
Ready Player One: VR in the Classroom
[Friday April 16 – 4:00 pm]
Developing virtual reality simulations to enhance operations training in the oilfield and providing engaging and caring environment to help students achieve their full potential.
Small Game Engines as Prototyping Tools
[Saturday April 17 – 10:15]
Overview of small game engines that can be used for prototyping. Some engines that will be discussed include: Twine, Bitsy, Ren’Py, Choicescript, and Puzzlescript. Discussion will demonstrate how these tools ca in the classroom to facilitate looking at game development through various lenses. The presentation would be useful to both educators and student/hobbyists.
Intro to Game Maker Studio 2
[Saturday April 17 – 11:00 am]
Introductory session for the Game Maker Studio 2 engine. Will discuss pros and cons of using GMS2 and walk through a simple example game demonstrating GMS2’s language and interface. Some basic knowledge of an object-oriented programming language is recommended as a prerequisite.
Oklahoma Community and events
[Saturday April 17 – 12:00 pm]
An overview of tech communities, events and networking opportunities throughout Oklahoma.
Unity Certifications 2021
[Saturday April 17 – 12:30 pm ]
Thinking about getting your Unity Certification? This talk will cover why you might be interested in completing one. The certification is the perfect way to study all of the aspects of Unity development, including C# coding, Art, Particle systems, animation and more.
Transmedia Environmental Development
[Saturday April 17 – 1:00 pm]
The current and future avenues of 3D environmental development with procedural and AI tools, and how these will impact 3D environmental development. It will be accessible to those of any level.
STEM Education and the Art of Storytelling
[Saturday April 17 – 2:00 pm]
The art of storytelling and increasing equitable access to STEM education opportunities.
Dynamic Geometric-Based Reverb
[Saturday April 17 – 3:00 pm]
Using ray casts to simulate the propagation of acoustical energy throughout a space at runtime.
Creating Content with Virtual Production
[Saturday April 17 – 4:00 pm]
The world of content creation is about to change with the advancements in virtual production, real-time full body motion capture and virtual web stars.