Creating Effective and Efficient Art for XR
Creating content for VR and AR (XR) is a challenge that is one part game logic, one part Hollywood movie magic. We’ll discuss our own history in developing XR assets as well as what pit falls and strategies we’ve found in this fast evolving medium. We’ll cover not only creating content for the Oculus and Vive but also how content is handled for AR and other platforms.
Attendees will be armed with a better understanding of the XR art creation which will in turn help their own project development be more efficient and increase visual quality.
Mike Medicine Horse is a Crow Indian artist and technical lead. His roots are in the Crow reservation of Montana, but his drive to become an animator led him to Minnesota. Currently he is the XR lead at Hybrid Medical Animation where he has been creating science visualizations for over 18 years.Mike Medicine Horse
Hunter Jonakin teaches game design at MCAD and animation at the University of Minnesota. He uses game engines to create art pieces and interactive environments (for projected installations), and has created around ten art games and instalations over the years. His latest art game (or ArtPG) called, Beating A Dead Horse With A One-Trick Pony will be released on Steam soon.Hunter Jonakin
A recent graduate of the Minneapolis College of Art and Design, Krista is a versatile technical artist with a love for visual effects. She currently resides at Pixel Farm, working on the VR team to create tailored experiences for a variety of clients such as 3M and Coca-Cola.Krista McCullough
Shawn Frueh studied Media Arts and Animation at The Art Institutes International. He now works as a Technical Artist and Lead Developer at Hybrid Medical Animation. He has worked for 3 major Minneapolis studios over the span of 6 years to design and produce Medical Animation. Recently his focus has shifted towards Medical VR and AR Experiences.Shawn Frueh