Chris Lowery Fasility
Wiley Corning MIT Media Lab
Sandra Rodriguez MIT CMS/W, EyeSteelFilms
Louis DeScioli Google
Jasmine Roberts Unity
Caglar Yildirim SUNY Oswego
Joanne Bacharach PTC
Anish Dhesikan Google
Michael Hazani MagicLeap
Brian Chirls Datavized
Debra Anderson Datavized
Dario Laverde HTC
Marky Markenson PTC
Alex Higuera Ro Network
Dmitri Zagidulin Ro Network
Kevin Vandecar Autodesk
Lanh Hong Autodesk
Jesse McCulloch Microsoft
Max Harper Simmetri
Amedeo Mapelli Simmetri
Rex Hansen Esri
Brian Chirls Datavized
Debra Anderson Datavized
Laura Proctor PTC
Louis DeScioli Google
Anish Dhesikan Google
Leonid Striga WayRay
Gergely Kis WayRay
Chris Lowery Fasility
A-Frame, Glitch, ShaderFrog, Sketchfab and Google Poly let you develop, collaborate on, and publish worlds in a short time. Learn how to amaze people fast, and give them the tools to amaze others. WebVR offers a different working and publishing flow than a Unity or Unreal project. There are massive downsides and upsides. The two worlds can intermix very fluidly. That and more in the workshop.
Chris Lowery Developer, Fasility
I'm head of User Experience at Fasility. My focus is on maximizing the experience that can be delivered through a typical smartphone or tablet, extending upwards to Vive and Oculus with the same codebase. I research device capabilities, sensor fusion, heterogeneous processing, and augmented reality. Lately I have mentored folks from artistic backgrounds to help them seize the means of production in XR. Seeing someone take off with running code in their hand is strangely more satisfying than doing it myself.
The Unity3D game engine a powerful and widely-used tool for creating AR and VR experiences. This workshop will cover the basics of building interactive media with Unity. Participants will learn to use the Unity Editor, organize a project, and write C# scripts to create custom logic. No prior programming experience is required; participants with a coding background will still benefit from our discussion of Unity-specific topics. Starting with an overview of the Unity Editor, we will discuss the building blocks of a Unity application. We will demonstrate asset workflows and the use of the Asset Store. The second half of the workshop will introduce Unity's scripting API and the basics of C#. Participants will learn how Unity components work, and create their own components to create a simple point-and-click user interface. Participants are encouraged to follow along on their personal laptops. You will need to have Unity 2018.3.1 and Visual Studio installed on your device before the start of the workshop. All instructional content will be made available to download after the workshop.
Wiley Corning Unity 3D Developer, MIT Media Lab
Wiley Corning is a software developer currently working at the MIT Media Lab. With experience in graphics programming, network systems and UI design, he has been the primary engineer on numerous multi-user VR projects for education and data visualization. He has delivered technical workshops on VR development in several settings, including MIT's 2.S972 class during Spring of 2018. He has been a member of the organizing team for the Reality Virtually hackathon since its founding in 2016
As VR/AR and XR technologies get pushed to their limits, technical creativity and imagination must work closer then ever to concoct inventive and surprising experiences. This 60min workshop explores the aesthetics and narrative opportunities of immersive and interactive storytelling. It offers participants a step-by-step check-list of some the fundamentals of immersive/interactive production cues: establishing visual languages and grammars, pace and transitions, storyboarding, UX and Human-centered design, as well as new forms of gesture-based storytelling techniques.
Sandra Rodriguez PHD, Creative Director, EyeSteelFilms, MIT CMS/W, EyeSteelFilms
Sandra Rodriguez, Phd, is a creative director and a sociologist of new media technology. For over 16 years, she directs, produces and collaborates on documentary films, interactive docs and VR/MR projects, garnering multiple awards (including a Peabody). Her creative and research work focus on storytelling and emergent technology; human-centered design and tech uses and disruption for social change. Speaking engagements: Cannes Film Festival, the World Economic Forum in Davos, SXSW, Facebook/Oculus Education, IDFA, Sundance NewFrontiere, Phi Center, Sheffield DocFest, Taiwan, Busan and Singapore Film Festivals, IA arts, Frontieres IA and more. Sandra Rodriguez currently heads the Creative Reality Lab at EyeSteelFilm, an Emmy-Awarded production company based in Montreal, where she explores new forms of non-fiction storytelling in VR/AR/AI. She is a Visiting Scholar and a Lecturer at the Massachusetts Institute of Technology, where she teaches HackingXR, MIT’s first class in immersive media production.
Louis DeScioli Designer, Engineer, Google, Google
Louis is a designer and engineer at Google Daydream working to bring augmented and virtual reality to the masses. He got his start in VR and AR at this very hackathon and is excited to return as a mentor and pay it forward. Before entering the immersive industry, he was making smart indoor aquaponic gardens at Grove and autism therapy applications at Sidekicks. He holds a bachelor's degree in Electrical Engineering and Computer Science from MIT, and is on a mission to help bring people closer together to each other, their communities, and the natural world.
**Please bring a laptop with the latest version of Unity installed--installing can take up to 40 minutes otherwise*** A great concept or experience does not always rely on being able to code or 3D model but the integration of tools. For mixed-reality experiences there are already standard pre-packaged tools that teams can use to develop their experiences. In this workshop, we will build a mini experience using no programming or modeling. We will build upon the fundamentals of Unity and introduce how to call APIs, import packages and SDKs from third-party developers and how to install and manage SDKs.. We will cover browsing and importing assets from Google Poly, Vuforia, Mapbox, and other toolkits. This workshop is geared for both developers and creatives of all experience levels. We will also provide a copy of the IBM Watson SDK which is no longer publicly available.
Virtual reality (VR) has become a new form of human-computer interaction, which is often attributed “magical” powers. With the numerous potential uses and applications of VR comes a multitude of challenges with respect to user experience and interaction design. The wizards of the VR world (aka VR designers and developers) need to consider these challenges when deciding on the interaction paradigms to be used in their VR apps, so as not to inflict poor VR experiences on the Muggles of the VR world (aka users). Designed with the VR Muggles in mind, this workshop provides an overview of common 3D interaction paradigms for VR and highlights evidence-based best practices in the design and development of various aspects of 3D interaction in virtual environments, including selection, manipulation, travel, and system control.
Caglar Yildirim PHD, SUNY Oswego
Caglar Yildirim, PhD is a human-computer interaction (HCI) expert, specializing in the cognitive aspects of HCI and the design and evaluation of usable immersive interfaces and interactions for virtual reality (VR). As an assistant professor of HCI at SUNY Oswego, Caglar directs the VR First Lab, where he conducts research into human factors aspects of VR and 3D interaction, VR gaming user experience, and mindfulness training in VR. Caglar also teaches various courses in the HCI Master’s program, including Virtual Reality, Human-Centered Design, Human Factors, and Applied Research Methods and Statistics.
Datavized co-founders Brian Chirls and Debra Anderson will present a workshop on WebXR and the immersive web, including an overview of the WebXR API, an introduction to building WebVR applications and practical tips for getting started. Topics covered will include an intro to open-source tools and frameworks like A-Frame, hosting, resources and use cases. Discussions on advanced uses of WebXR, design and technical considerations will be tailored during a live demo and Q&A session.
Brian Chirls CTO Datavized, Datavized
Brian Chirls is the Chief Technology Officer at Datavized, a NYC-based company building tools and 3D experiences for the web (PlayLabs at MIT start-up). A recognized innovator in the independent film world, he was previously the Digital Technology Fellow at POV, a position funded by the Knight Foundation. He has developed innovative models for interaction, data visualization and content-authoring in virtual reality. Brian has helped to create a new genre of interactive video pieces and software libraries that demonstrate ways to combine the interactivity and connectivity of the web with the aesthetic power of cinema. His work has been presented at CPH:DOX, MIT, IDFA DocLab, SXSW and Tribeca Film Institute.
Debra Anderson CSO Datavized, Datavized
Debra Anderson is the Co-founder & Chief Strategy Officer of Datavized Technologies, Inc., a NYC-based company specialized in building custom tools and 3D experiences for the mobile web (PlayLabs at MIT start-up). She is recognized for data-driven and researched based approaches to immersive experiences and emerging technologies. Applying her expertise in WebXR and data visualization, she designs innovative software solutions, has produced and directed groundbreaking interactive web experiences for clients (Google, Mozilla, EY, UN, and the NFB) and was selected by the Sundance Institute for the New Frontier Storytelling Lab. High profile exhibitions: the UN General Assembly, Data for Development Festival, World Bank, Fast Company Innovation Festival, MIT and Harvard WeCode. Debra is Adjunct Faculty at Parsons School of Design where she teaches Digital Development: WebXR, The New School's first course in WebXR. Organizer of the Immersive NYC, A-Frame-NYC and WebXR NYC Meetups.
This hands on lecture and workshop will show you how to get started with Unity and the Vive Input Utility (VIU) Unity plugin for developing VR that will work across many of the current and upcoming HMDs. Even if you are a seasoned developer we will cover advanced topics like managing input devices, porting from PC to mobile and also visit best practices from http://xra.org. We'll be focusing on developing for the Vive/Vive Pro as well as the Vive Focus (Wave platform) but using VIU you will be able to target over a dozen PC and mobile VR devices (and not just Vive devices). To prepare you can take a look at the following blog, https://community.viveport.com/t5/Developer-Blog/bg-p/devblog and also visit http://developer.vive.com for additional resources. If attending please arrive with the Unity 2018.2 (and the Android development tools for Unity) already installed.
Dario Laverde senior developer evangelist, HTC
Dario is a senior developer evangelist at HTC with an EE background and 25+ years software development in mobile, embedded, Web, and enterprise. He has worked as an Android instructor, consultant, Java architect, author and entrepreneur, founding several developer communities.
Vuforia's industry leading augmented reality technology is changing the enterprise landscape by enabling products and services to be experienced in a completely new way. This presentation will demonstrate how you can use Vuforia Studio to create scalable augmented reality experiences for a variety of enterprise use cases such as: • Empower service technicians with guided step-by-step work instructions • Improve assembly time and process efficiency in manufacturing workflows • Enhance sales and marketing efforts with 3D product visualizations and demonstrations • Facilitate collaborative design review and reduce the need for costly prototypes
Marky Markenson Product Manager, PTC
Marky Markenson is a product manager for PTC's augmented reality authoring tool Vuforia Studio. His journey into immersive technologies started with an Oculus DK1 demo at the South by South West conference. After graduating from the University of Illinois with a degree in mechanical engineering he lead prize winning hackathon teams on projects including a VR periodic table and a math based game set in an asteroid field. Today Marty is excited to share his knowledgeable from 4 years in the AR/VR industry with the Reality Virtually Hackathon community.
Autodesk Forge is a cloud platform for web developers that allow you to easily translate and view CAD and 3D data. In addition to the Forge Viewer’s capability for WebVR, Autodesk also has a toolkit in beta, that allows a similar workflow into Unity which then allows publishing the interactive experience to many of the popular AR and VR devices on the market today. This class will give an introduction to the Forge web services including the viewer’s WebVR functionality, and the Forge Unity toolkit. After the workshop, you will be able to translate your own 3D assets and use them via the Forge workflow into Unity.
Kevin Vandecar Forge Developer Advocate, Autodesk
Kevin Vandecar is a Forge developer advocate and also the manager for the Media & Entertainment and Manufacturing Autodesk Developer Network Workgroups. His current specialty is 3ds Max software customization and programming areas. He is also working on web development skills and exploring areas in Three.js. He is based in Manchester, NH, US.
Lanh Hong Developer Technical Consultant , Autodesk
Lanh Hong joined Autodesk as an intern in the summer of 2017 and knew she wanted to come back after graduation. Upon finishing a bachelor’s in Computer Science at the University of California, Davis in 2018, she took the opportunity to join Autodesk as a Developer Technical Consultant working closely with the Autodesk Maya API. Her primary focus is coming up to speed with Maya and support customers customizing and extending Maya’s functionalities using the C++ and Python API. She is constantly learning and helping others and is based in San Francisco, CA.
Jesse McCulloch Mixed Reality Developer Relations Program Manager, Microsoft
Jesse McCulloch is a Mixed Reality Developer Relations Program Manager at Microsoft. Starting as a Mixed Reality Developer in 2016, he built up a strong community around HoloLens and Immersive Headsets, and then joined Microsoft in 2018. This gives him a very unique perspective and strong desire to advocate strongly for the developers who are supporting the platform. He is often found hanging out in the HoloDevelopers Slack group, and on Twitter trying to keep up with everything going on in this rapidly growing space.
Maybe you're not a voracious coder... Maybe you don't code at all but you still want to create something magnificent in VR. Come watch and learn as Simmetri co-founder Max Harper show how quickly you can unlock your Mixed-Reality imagination. Combining some of Simmetri's easy yet powerful features like: terrain, scene-building and atmosphere effects, spatial audio, timeline animation, real-time audio reactivity, physics effects, and optional simple scripting-- we'll create an immersive music video, story or educational experience in 1 hour.
Max Harper Product Design Lead, Simmetri
Max drives the vision and product design intentions of Simmetri by drawing on a diverse set of academic, amateur and professional experiences: ranging from professional film-making, stage magic and choreography, to 3D design and architecture, scientific research, renewable energy social entrepreneurship, and enterprise visual strategy consulting. Max the winner of two top-tier VR Hackathon Awards: MIT Hacking Arts and the SXSW VR Hackathon 2017 (along with co-founder Amedeo). Max is a former co-director and alumni advisory board member of MIT Hacking Arts. Before Simmetri, Harper served the revolutionary digital media strategy for the Obama 2008 campaign as video producer. Max is the co-founder and former Innovation Director of Groundswell, a social enterprise that won over 5 national awards for social innovation
Amedeo Mapelli Founder, Creator, Simmetri
Creator of Simmetri, a unique sandbox application for creating XR experiences. Amedeo has been designing and writing applications since 1993; most of the time focused on writing native C++ graphics and audio engines and the creative front-ends built on top of the engines. He’s been working on Simmetri full time for over 10 years. In 2014 he added in support for VR. Before working on Simmetri, Mapelli was one of the original founders ofiZotope, a leading audio software company for the music industry, serving artists such as Trent Reznor, Nine-Inch Nails and Jay Z. In 2013, iZotope won the Emmy Award for Technology and Engineering.
Learn how to easily build and share immersive 3D experiences in minutes without coding using Geometric, a new software tool by Datavized Technologies. In this workshop participants will use the Geometric dashboard tool and learn the fundamentals of immersive data visualization and WebXR, how to prepare and clean location data sets, import and map geospatial data to a 3D globe for a 360° view of trends and insights, and customize a 3D project for presentation on the web and in virtual reality and mixed reality headsets. Each workshop participant will be given Early Adopter access to Geometric. Product Website: http://geometric.space/
Brian Chirls CTO Datavized, Datavized
Brian Chirls is the Chief Technology Officer at Datavized, a NYC-based company building tools and 3D experiences for the web (PlayLabs at MIT start-up). A recognized innovator in the independent film world, he was previously the Digital Technology Fellow at POV, a position funded by the Knight Foundation. He has developed innovative models for interaction, data visualization and content-authoring in virtual reality. Brian has helped to create a new genre of interactive video pieces and software libraries that demonstrate ways to combine the interactivity and connectivity of the web with the aesthetic power of cinema. His work has been presented at CPH:DOX, MIT, IDFA DocLab, SXSW and Tribeca Film Institute.
Debra Anderson CSO Datavized, Datavized
Debra Anderson is the Co-founder & Chief Strategy Officer of Datavized Technologies, Inc., a NYC-based company specialized in building custom tools and 3D experiences for the mobile web (PlayLabs at MIT start-up). She is recognized for data-driven and researched based approaches to immersive experiences and emerging technologies. Applying her expertise in WebXR and data visualization, she designs innovative software solutions, has produced and directed groundbreaking interactive web experiences for clients (Google, Mozilla, EY, UN, and the NFB) and was selected by the Sundance Institute for the New Frontier Storytelling Lab. High profile exhibitions: the UN General Assembly, Data for Development Festival, World Bank, Fast Company Innovation Festival, MIT and Harvard WeCode. Debra is Adjunct Faculty at Parsons School of Design where she teaches Digital Development: WebXR, The New School's first course in WebXR. Organizer of the Immersive NYC, A-Frame-NYC and WebXR NYC Meetups.
This introductory workshop will teach you how to model, connect, analyze, and build Internet of Things (IoT) applications using ThingWorx, an industry-class platform used by developers across the globe. You will learn the ThingWorx Development Process, the core framework for developing IoT applications. Using this framework, you will be given a hands-on opportunity to create a digital Mars Weather Rover entity that would be used to collect physical information from a physical agent in the field. In this workshop, you will also use Postman, a third-party application, to send RESTful calls to our ThingWorx server in order to see how to bring in connected data.
Laura Proctor , PTC
Laura Proctor (MIT, SM, Course 2, SM, CDO) is the IoT and AR curriculum team lead at PTC. She has a love for learning, technology, and education. Prior to PTC, she worked at MathWorks developing curriculum around machine learning. While at MIT, her focus was on numerical simulation and prototyping. She was in the first wave of people to become familiar with 3D printing in the early part of the century. Now, it’s a household object! A native of Missouri, she has been living out east for nearly two decades, and loves the ocean and mountains. She can’t wait to share her passion for IoT and smart connected products with you!
Louis DeScioli Designer, Engineer, Google, Google
Louis is a designer and engineer at Google Daydream working to bring augmented and virtual reality to the masses. He got his start in VR and AR at this very hackathon and is excited to return as a mentor and pay it forward. Before entering the immersive industry, he was making smart indoor aquaponic gardens at Grove and autism therapy applications at Sidekicks. He holds a bachelor's degree in Electrical Engineering and Computer Science from MIT, and is on a mission to help bring people closer together to each other, their communities, and the natural world.
Anish Dhesikan Team Lead, Google, Google
Anish Dhesikan is a Software Engineer at Google Daydream VR/AR. He is an avid hacker, having attended over 10 hackathons and winning awards at several, including the Grand Prize at the 2016 Reality Virtually Hackathon. Anish holds a degree in Computer Science and Game Design from Northeastern University. During his studies, he also co-founded 2 startups, Coresights and Subconscious, leading their technology teams. With the Reality Virtually Hackathon helping to launch his VR/AR career, he is excited to return as a mentor to share his knowledge and experience.
The True AR SDK by WayRay makes it easy to create AR experiences for drivers and passengers. The introductory workshop will get participants up to speed on the SDK toolset and how to jump-start AR app development right on the spot. WayRay’s mentors, aka True AR Kids, will be there to cover key functionalities and components of the True AR SDK beta (API, emulator, simulator, toolset), AR application structure and lifecycle as well as the operating principles of WayRay’s in-car holographic AR displays.
Leonid Striga , WayRay
As the product owner of WayRay’s True AR SDK, Leonid Striga has played a key role in each stage of its development—from defining toolset functionality to improving the API. A trained software development engineer with more than 12 years experience in software architecture and UI development, Striga will bring his in-depth knowledge to the hackathon to help in advancing WayRay’s solutions.
Extra topics: Binding ARKit and ARCore to A-Frame, image processing, sensor fusion, F4 Phantom ultralight headsets An HTTPS website can do AR on modern iOS and Android devices. We’ll learn how to get ahold of the camera and put it underneath a VR layer made of THREE.js and A-Frame, then go further with in-VR camera reprojection. Everybody thinks Apple will come out with the Next Mass Innovation - beautiful AR-enabling glasses - sometime. The excitement we see today with ARCore and ARKit apps is just the first stepping stone. So what will the future look like? Will websites go away? Will you have to code for iOS or Android to compete, meet and greet in 2020? In a word, no. More words at the workshop.
Chris Lowery Developer, Fasility
I'm head of User Experience at Fasility. My focus is on maximizing the experience that can be delivered through a typical smartphone or tablet, extending upwards to Vive and Oculus with the same codebase. I research device capabilities, sensor fusion, heterogeneous processing, and augmented reality. Lately I have mentored folks from artistic backgrounds to help them seize the means of production in XR. Seeing someone take off with running code in their hand is strangely more satisfying than doing it myself.
Come learn how to geo-enable your data and create powerful VR/AR/MR experiences using Esri technology, the industry leader in digital mapping software and solutions. First, we’ll discuss our existing data offerings and capabilities available as part of the ArcGIS Platform. Next, we’ll show how to prepare and distribute your data for use in immersive augmented and virtual experiences. Finally, we’ll show how AR/VR apps can be developed on native app frameworks using the ArcGIS Runtime.
Rex Hansen Product Manager, Esri
Rex is a Product Manager for the ArcGIS Runtime SDKs at Esri. He has over 25 years of experience in GIS, spatial analytics, and computer mapping. He has helped guide the development of native solutions and technologies in the GIS industry to use authoritative geospatial data in augmented and virtual reality experiences.
Intro to GitHub: This workshop on Github will introduce participants to source control and best practices with Git. Learn how to collaborate on a team and keep track of changes through a shared code repository. The basics of GitHub will covered, such as file structure, code versioning, and branching off a main source. We'll go over how to pull, modify, commit, and merge code onto a master branch. We'll also review how to manage large files (audio, video, hi-res images) through GitHub's Large File Storage (LFS) system. Students will have the option of using a command-line interface or GitHub's user-friendly desktop application. This workshop is for those new to source control and versioning, or looking to improve their git skills. Participants should download all pre-requisite software listed here: https://github.com/alexfigtree/reality-virtually-hackathon#pre-requisites
Alex Higuera Co-Founder, Ro Network, Ro Network
Alex was a judge at last year's Reality Virtually Hackathon. Her background is in electrical engineering, neuroscience, and anthropology, and her main interests are in decentralization, XR, and neurotechnology. Previously, she worked at the Human Dynamics Group and the Sociotechnical Systems Research Center, both at MIT, implementing design and web architecture on decentralized projects. She currently develops software for the Brainwaves Group at NYU, enhancing the learning process via apps that read students' EEG signals. Alex founded NeuroTechBOS (NTBOS), a network of engineers, designers, scientists, and hackers. With over 800 members in Boston, NTBOS hosts talks, panel discussions, and hack nights to engage the public with leaders of the neurotech community. Currently, she is a founder at Ro Network (www.ro.network), a company augmenting communication by improving information sharing between people.
Dmitri Zagidulin Co-Founder, Ro Network, Ro Network
Dmitri is a software engineer and data rights activist, focusing on in distributed systems, decentralized identity and authentication. Formerly with the MIT Solid Project, he spends his time writing code for distributed ledgers and personal data stores, mentoring new developers, and co-founding Ro Network (www.ro.network), a company augmenting communication by improving information sharing between people.
This workshop will give you a beginner’s inventory of AR UI/UX design patterns and share some best practices. We will start by analyzing an AR experience and exploring its design. Then, we will discuss some principle design foundations as well as do’s and don’ts and see how those have been applied to the AR experience. Then we will dive deeper into concepts for designing in 3D and wrap up with a different AR experience and see if you can apply what you have learned to improve it!
Joanne Bacharach Curriculum Lead, PTC, PTC
Joanne started her career as an electrical engineer. After spending time coding programs to test integrated circuits, she found a passion and pivoted to the software industry. To help sustain customers’ success with software, she developed training programs and traveled the world to show customers and partners how to get the most out of their software products. Now, Joanne manages curriculum development for all of PTC’s products, with a focus on augmented reality (AR). She is excited to share what she has learned about designing cutting-edge AR experiences!
Learn to use Google’s VR platform with Unity Game Engine to build experiences for Google Cardboard and Daydream View headsets. We will cover everything from setting up the development environment to building and running the demo scenes and writing simple scripts in C#. By the end of the workshop, you will have a working VR game!
Anish Dhesikan Team Lead, Google, Google
Anish Dhesikan is a Software Engineer at Google Daydream VR/AR. He is an avid hacker, having attended over 10 hackathons and winning awards at several, including the Grand Prize at the 2016 Reality Virtually Hackathon. Anish holds a degree in Computer Science and Game Design from Northeastern University. During his studies, he also co-founded 2 startups, Coresights and Subconscious, leading their technology teams. With the Reality Virtually Hackathon helping to launch his VR/AR career, he is excited to return as a mentor to share his knowledge and experience.
The Magic Leap One offers an unprecedentedly powerful feature set for XR creators. In this workshop Michael Hazani and Tricia Katz, Grassroots Evangelists at Magic Leap, will introduce Magic Leap's hardware & software ecosystems and demonstrate the various pathways to developing with the Magic Leap One. Additionally, they will present a range of useful tools and helpful resources that will empower attendees to work with the device, take advantage of all it has to offer, and embark on a boundless spatial computing journey!
Michael Hazani Team Lead, Magic Leap, MagicLeap
Michael was born in Israel, and spatial computing has held a place in his heart ever since discovering VR at a shopping mall arcade in the early 90s. After relocating to the US to study at Berklee College of Music (his other passion), Michael spent the next half-decade writing and producing music for artists, films and TV shows. In 2017, after having transitioned from writing songs to writing code and working as a freelance XR developer for several years since, Michael spent an exhilarating year working as a Creative 3D Engineer at Magic Leap. He has recently transitioned to the role of Grassroots Evangelist, in which he gets to share his passion for Magic Leap, spatial computing and digital creativity with amazing creators worldwide.