Cultural Fuckery And Other Shenanigans – TimefireVR

future goal poster

Living on the leading edge of culture, I’ve had the great opportunity to witness modernity do a fast bake into the future. The recipes for these events, if they could be referred to as such, were mired in mistakes with tolls on humanity and the Earth that would have global implications. On the other hand, I’ve also watched the greatest technological revolution that will likely happen in my life come to maturity, culminating with the emergence of Virtual Reality.

My good fortune began in the mid-1970s when, as a teen, I became aware of a current being unleashed primarily from England and secondarily from New York, though it wouldn’t be long before an energized scene would rise in my hometown – Los Angeles. I was participating and jumping around a global culture with the emergence of Punk Rock. Oftentimes music allows one to measure the barometer of a society and to most easily see its trajectory. In Punk Rock, we saw the disillusionment with the “System.” Poseurs and neo-nazis would quickly spoil my interest in Punk, but right there on the heels of one scene was a far more important movement, one that would leave deep marks on the global landscape; Industrial Culture.

Actionism

These “Industrial” progenitors appeared to me as a worldly and knowledgeable bunch of intellectuals and pseudo-intellectuals vomiting forward high-concept art. I couldn’t know that the roots of these movements and art actions were, in some instances, based on nearly 100-year-old ideas; my education in a post-Vietnam, anti-intellectual America was poor beyond words. That lack of a broad, world-view education didn’t inhibit my curiosity; as a matter of fact, it turned out that what I was interested in wasn’t going to be taught to American teens back then, in the next 25 years, or maybe ever. I was churning William Burroughs and, before long, Friedrich Nietzsche and Jean Baudrillard. Howard Zinn, Otto Muehl, and Ayn Rand would find their place as would Andrea Dworkin, Mother Theresa, and Elias Canetti in my development. I wanted to know the world.

My view of this world was stained by the image of Charles Bukowski’s purple turkey-necked dick; it was ugly with the image that the normal world was anything but. Others knew bits and pieces of the truth, but I had a lot of catching up to do. Peace of mind was for the near brain-dead; only intellectual actionism was going to liberate society and our minds. A moment shined through where I believed we were at the brink, Throbbing Gristle – the Wreckers of Civilization. They were going to peel back the facade through art and music, or maybe it would be Techno a decade later with its psychedelic-fueled and inspired dance against conformity, or could it be that the Internet was going to be the liberator by freeing information and knowledge? Turns out that our society approves of and embraces its straightjacket of banality through each opportunity to throw off the yoke of servitude. We demand to lather our stupidity in the effervescent foam of Kardashians and insist that our diet of violence and anger is not a reaction to fear but the red-blooded right to be free, to be a nationalist, aka, the American patriot.

Rosa

To paraphrase Sir Mix-A-Lot, I ain’t down with that shit. We are explorers, founders, inventors, and creators; we are the glitch in the Matrix. As Rosa Menkman states in the Glitch Studies Manifesto, “I feel stuck in the membranes of knowledge, governed by social conventions and acceptances. As an artist, I strive to reposition these membranes; I do not feel locked into one medium or between contradictions like real vs. virtual or digital vs. analog. I surf the waves of technology, the art of artifacts.” Rosa tells us to “Fight genres and expectations!” Yet, we tolerate our guilty pleasures because everyone has guilty pleasures. Well, I’m not everyone, nor am I nothing.

If I’m not to remain nothing, I must become something, but a reflection of the known and common is not something I strive for. This kind of something is the mirror image of a false creation, a corporate and media lampooned caricature called actor or, here in the early 21st century; citizen. Max More, in his Principles of Extropy, says it best when describing the person we could be, “We choose challenge over comfort, innovation over emulation, transformation over torpor.” He goes on, “Evolution left us with animalistic urges and emotions that sometimes prompt us thoughtlessly into acts of hostility, conflict, fear, and domination. Through self-awareness and understanding of and respect of others, we can rise above these urges.” He continues with, “We will do better to focus primarily on self-transformation rather than trying to change others…..try to improve the world through setting an example and by communicating ideas.”

To communicate ideas and give positive examples – these are major tenets of Timefire. Virtual Reality may be the best “place” to break down borders and turn back the negative influence of a ruling culture. To that end, we will share what we see as good in the world: knowledge, art, music, and science. Using these cultural artifacts as our palette, we will draw an environment that reflects the beauty of nature, not the anger of the beast. While much progress has been made due to the hostility born by our inhumanity, we must move beyond the malfeasance we have empowered too many with and lay the cornerstone for a society that can evolve to another level of being, that of being truly humane.

So get ready to meet us on the streets of humanism. A place in virtual reality where one’s actions do not result in death or destruction. A place where communication and cultural sharing might have the chance to deliver what artists over the ages have been trying to accomplish, to create something that will lift us out of our meager place mired in the excrement of petty and small-minded beings.

A Glimpse Of Our Wednesday – TimefireVR

Unreal in use at TimefireVR

From time to time, I’ll offer a glimpse into our workflow and what we’re working on. This particular Wednesday morning, redacted, has been working primarily in Allegorithmic’s Substance Designer on some scaffolding elements. By no means can he really work exclusively in one piece of software, and so he has Blender, Photoshop, and Unreal Engine open simultaneously. Lucky him, his PC has 64GB of RAM paired to an Intel i7-4730k, a GTX 780Ti, and two Asus 27″ 2560×1440 monitors, so he has plenty of horsepower and screen real estate to easily move between programs. With redacted primary responsibility being Unreal Engine authoring, the extra RAM comes in handy during the worst part of redacteds week, when he has to build lighting for our environment.

Dani_Flower-2

At another desk in our office, Dani is learning about Adobe’s Illustrator program. For the next week, she’ll be immersed in that and Photoshop. After nearly two months of working in Blender daily, actually nearly seven days a week since the end of May, she’s proficient enough with mesh building and UV unwrapping that it was time to have her teach herself about the next two programs she’ll have to master. This is her first design in Illustrator; her next will be a dung ball based on Brinn’s profile.

Blender and Sverchok at TimefireVR

After a quick refresher in Blender following his Italian holiday, Luis is diving into a great big complex addon for Blender called Sverchok. A year ago, I would have called this a Russian program, but since then, a number of people from around the world have jumped in to help Nikitron, including indispensable help from Jimmy Gunawan from BlenderSushi, who has thoroughly tested Sverchok and made countless recommendations. Sverchok is Russian for “Cricket.” It is greatly influenced by “Grasshopper” for the 3D modeling program Rhino in that it, too is a parametric tool for architects and designers. For us, this software needs to tie in with plans that include After Effects, Trapcode Particular, Plexus, and Touch Designer, all wrapped up in a tight VR world.

Oculus DK2 Arrives and Luis Returns – TimefireVR

Oculus DK2 at TimefireVR

The moment the entire office has been waiting for: The Oculus DK2 Virtual Reality headset has arrived in the office of Timefire VR in sunny and hot Scottsdale, Arizona. Like nearly everyone else who has been receiving their new Rift over the past few days, we were not without slight glitches. We are using the DK2 in conjunction with Unreal Engine 4, and it was just about a week ago that Epic released version 4.3, which is WORKING with our new gear! To fix the hiccups we ran into only required us to plug, unplug, and plug again all the cables from HDMI to USB and the power. Then, in an instant, we weren’t expecting anything different than what we were getting; the Oculus turned on, and so did we. No recompiling any demos for us; we have our own world to explore, and that’s just what we did for the next two hours 🙂

Luis Chavez at TimefireVR

Meet long lost (on vacation in Italy, more specifically) the newest member of the Timefire team, Luis Chavez. Luis just got back to us yesterday after starting his new job with a two-and-a-half-week trip to Venice, Rome, Florence, Napoli, Pisa, and Milan, to name a few of the places he hung out. I’ll post more about Employee #6 in the next few days.

It’s Sunday, So We Went To Work – TimefireVR

Rainy working at TimefireVR

Over the course of two hours, everyone showed up at the office today; this is the first time the entire crew has been to work on Sunday. Redacted is working between Unreal Engine 4 and Substance Designer, while Brinn is finishing some final UV unwrapping touches on an architectural piece in Blender. Dani is trying to bring closure on a quick Blender mesh she’s putting together of an organic piece, and Ariana is taking her first steps into 3D-Coat this afternoon. Rainy (pictured above) has been working on learning Allegorithmic’s Substance Painter. With not a lot of tutorials, she’s been forced to scour other sources, like she’s doing here at Polycount’s website. Tomorrow I’ll have her teaching Dani what she’s learned so far.

Employee #3 – Rainy – TimefireVR

Rainy at TimefireVR

Rainy, I mean Ray Knee, aka Ginger Davenport, is employee #3 – right? With this photo, you might start thinking I’m hiring people with issues. Well, you’d be wrong; they were simply all former baristas. Now, I’m not an expert on barista culture, and for all I know, they do all have issues, but that’s not relevant to this hire. Coming in on the lucky day of Friday the 13th, Raynee walked away from Starbucks and joined the ranks of artists at Timefire.

So, what’s the obsession with hiring baristas? Good question and one I don’t really have an adequate answer for. Maybe it was my sympathy for watching them steam their souls out of existence in an effort to make another damned venti-iced-cappuccino with eight packets of sugar and light whip during half-price happy hour while John Legend sucking the remaining life out of their limp bodies – well, that’s how I remember seeing Reignee day-in and day-out.

Ginger wasn’t just some barista mind you, this woman came out of a hippy-drenched sci-fi clad jewelry making Euro-exploration that had her on a trajectory that was colliding with 3DS Max, Photoshop, Gimp, a dabble into HTML and an interest unrivaled with 3D Printing, and how it could change her analog crafting skills into a 3D mastery of Digi-craft.

After witnessing the barista redacted, making the transition to Blender God, Radium decided that she would become a Blender Goddess, and so she embarked on a quest to put her “Espresso pulling hand” into retirement so she could better strengthen her mouse grip instead. She toiled and contorted herself between the endless hours of coffee servitude to master this 3D beast that might one day offer her salvation. It would take weeks, even months, before she would be able to show me enough progress that I would start to consider Rainier for a position with us.

Today, Raindeer is fitting right in with this motley crew, and with enough time, she just might be okay. By the way, her cat’s name is Slutty Pants – right?

Timefire at GDC 2014 – TimefireVR

Palmer Luckey at GDC

Back on March 20th at the Game Developers Conference, better known as GDC, our guy redacted had the good fortune to meet Palmer Luckey – the founder of Oculus. I’d like to tell you that the guys are now hanging out, and we’re getting all the inside news regarding developments in VR headset gear, but that just wouldn’t be true. This was our first opportunity to attend GDC, and it couldn’t have been better. Our first stop during the conference was at the Oculus booth so we could be first in line to try the DK2, and that’s exactly where we were first in line!

Tim Sweeny at GDC

Had we known what to expect from Epic, we’d have been hard-pressed to choose where to be the first morning of GDC. We were out of the Oculus booth maybe 20 minutes after arriving and had already tried both Couch Knights and Eve: Valkyrie – we were feeling the privilege. By the time we’d gotten around the corner to Epic’s booth, there it was writ larger than life, but it didn’t register even a little bit that the price and information we were seeing had anything to do with the Unreal Engine. It took a real Unreal person to get it through our heads that not only was Epic announcing UE4, but it was also available RIGHT NOW and for only $19 a month – TO ANYONE! This was overwhelming news. We recognized that the greatest game engine ever was being unleashed on everyone for a price that everyone could afford. Like the t-shirts worn by some of the reps said, “$#!T Just Got Unreal.”

Sebastien Deguy at GDC

The next stop was with some people that are starting to feel like friends – Allegorithmic. Not only did we make the effort to visit them in Hollywood back in December, but I’d also run into Alexis Khouri and Jeremie Noguer at Steam Dev Days in January, and now here we are in March, seeing even more of the crew. The night before, we went to a get-together sponsored by Allegorithmic that pulled together some of the key people working with the Substance suite of tools; for some reason, redacted, and I were invited. To be honest, we’ve been on point with feedback following our testing of alpha and beta versions of their products, so I guess a free burger on the guys was in order. This was also our second encounter with the CEO of Allegorithmic, Sebastien Deguy, and Dreamworks concept artist Gee Yeung. If only we understood on these days how important FMOD Studio was going to be to our products we would have spent more time with them; blew that one.

John Wise at GDC

Being in the right place at the right time. There we were, standing at the corner of the Sony booth minutes before the GDC floor was going to open to the general public, when someone said, “You’d better get in line around the corner if you want one of the 650 tickets Sony is giving out to try the Morpheus VR headset they are debuting.” redacted nor I needed to think two seconds about that before we were charging in the wrong direction for the line. When we got to the correct corner, there were already about 80 people lined up for one of the coveted tickets; we had no problem scoring one for each of us. Our tickets were stamped for an 11:00 a.m. demo, and promptly at 11:00, we showed up and were soon immersed in a shark tank, followed by another demo of Eve: Valkyre. There was no denying that the Sony experience was within a few degrees of quality of the Oculus Rift, which adds to the verification that VR is definitely on its way.

Cymatic Bruce at GDC

Earlier during the Conference, we’d seen Cymatic Bruce trying the Virtuix Omni. The Omni is an omnidirectional treadmill-like device that will allow players of various VR games to run, walk, jump, and crouch to allow greater realism in their VR experience. Later in the day we ran into him on the floor and took a minute to talk things Virtual. He was just coming from his encounter with the guys from Razer and STEM. Redacted, and I had met with them the night before. Cymatic is certainly one of the strongest proponents of VR out there and has introduced many of us to some Oculus demos we’d have otherwise missed as we work crazy hours to create our own environments.