Björk Digital – Virtual Reality Taken To A New Level

Musical pioneer and artist extraordinaire, Björk, has been diving head first into Virtual Reality with her traveling art exhibit Björk Digital. The VR exhibit is a work in progress which features four VR music experiences from Björk’s “Vulnicura” album. Our resident artist, Elliott Mitchell, was fortunate enough to have had a small role working with environment art on one of the VR pieces. Checkout this video clip from Björk’s Instagram account which includes some of Elliott’s handy work!

A post shared by Björk (@bjork) on

Leviathan Project: Mixed Reality At Sundance

There has been a lot of buzz lately about Virtual Reality (VR), Augmented Reality (AR), games and filmmaking. Since our founding in 2008, Vermont Digital Arts has been on a mission to be on the forefront of blurring the lines between film and games.

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Vermont Digital Arts recently had the amazing opportunity to lend a hand with Leviathan Project which is currently being demoed at Sundance New Frontiers. Leviathan Project is a mixed reality installation with its roots Scott Westerfield’s best-selling trilogy, Leviathan.

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Leviathan Project is a work in progress and a result of the magic that happens when visionaries like Alex McDowell and Bradley Newman, in collaboration with 5D Global Studio, Unity Technologies and Intel work together to transcend storytelling mediums. Elliott Mitchell, Vermont Digital Arts co-founder, was brought in late in the project to help out with the final push for Sundance. Elliott worked on some VFX and Lighting Design. It was akin to standing on the shoulders of giants.

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If you are able to get to Sundance, check it out! Otherwise, here is a link to a recent Engadget article which goes more in depth about Leviathan Project. Also, checkout the Leviathan Project’s Instagram account. You might see photo’s of Robert Redford

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Leviathan-Project-Sundance-02Leviathan Project’s next stop is the Vision AR/VR Summit this February 10th and 11th in Hollywood, CA. Catch it there if you are able!

UVs: The Good, Bad and Ugly

 

Elliott Mitchell Auto Unwrapping UV Devil 2016

UVs are often shrouded in mystery, or simply an afterthought to many 3D artists and game developers. Not only are UVs essential to texturing 3D models in Unity, UVs are required for Real-Time and Baked Global Illumination(Lightmapping). Unbeknownst to many, UVs may also have a profound influence on runtime performance and an artist’s iteration cycles.

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Earlier this month, Elliott Mitchell (co-founder of Vermont Digital Arts) delivered a quick ten minute lightning talk on the subject of UVs at the Boston Unity Group. His presentation is a high level overview of UVs for the given truncated format. 

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Keep an eye out for a more fleshed out talk on UVs in the near future. There is so much more to cover. Here is a link to Elliott’s slides.

Vermont Digital Arts at Unite Boston 2015

Unite Boston 2015

Unite 2015, the annual Unity game developer conference, is scheduled to be held in Boston, MA, September 21st – 23rd! Isn’t that exciting?!?

I’m Elliott Mitchell, co-founder of Vermont Digital Arts and the Boston Unity Group. I am honored to announce that I will be presenting at Unite for the fourth consecutive year! My session, Unity Maximus: Art Optimizations for Maximum Performance in Unity 5, was announced on a list of talks published on Unity’s blog yesterday. This talk will be geared towards helping artists and designers who are beginners with Unity 5 art optimizations.

Unity Maximus: Art Optimizations for Maximum Performance in Unity 5, is scheduled for Tuesday, September 22nd, 5:00-5:30, Ballroom A.

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Many platforms, like VR and mobile, place high demands on developers to meet acceptable frame rates or else risk failure. Often, the art assets in a Unity project look fantastic but no matter how optimized the code base is, the build just doesn’t meet the desired frame rate. Unoptimized art assets, including some art which may be purchased on the Asset Store, can seriously hinder performance on demanding platforms. In this session, we will highlight some red flags to look out for in a variety of art asset types and identify key optimizations that can be implemented into your art pipeline to significantly increase performance on demanding platforms. Art asset types covered will include:

  • 3D Models, Animations and Rigs
  • 2D Textures and Sprites
  • Materials and Shaders

I’ll likely cover a few more topics like lightmapping & post process effects.

I hope to see you at Unite 2015 Boston!

Best,

-Elliott

EDIT 9/18: Changed the time and location to Tuesday, September 22nd, 5:00-5:30, Ballroom A.