James Iliff

Los Angeles, California, United States Contact Info
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Seasoned entrepreneur, creative director, game designer, marketing head, & business…

Experience & Education

  • FolksPat Media Group

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Volunteer Experience

Publications

  • The Story of Project Holodeck

    MTBS 3D

    Project Holodeck got started back in March 2012 at the IEEE Virtual Reality conference. I was visiting there with Nathan Burba and Palmer Luckey as part of the Mixed Reality Lab’s exhibit, and at the time Nate was presenting a research paper on motion tracking and Palmer was working with the Lab on their head-mounted displays.

    See publication
  • Why Immersive Virtual Reality is the Next Generation of Gaming: Part 2

    Kurzweil AI

    Using aspheric lenses and side-by-side stereoscopy, the Oculus RIFT boasts a wide field-of-view of 90 degrees horizontal and 110 degrees vertical, with a target price of $500, according to Palmer, which totally kills anything on the market today in the consumer price range. It also uses a gyroscope for orientation data, so you can actually look around inside the game environment quite naturally.

    See publication
  • Why Immersive Virtual Reality is the Next Generation of Gaming: Part 1

    Kurzweil AI

    It’s now obvious that immersive virtual reality is finally back in the consumer market �� with a vengeance. Especially with the recent advent of FOV2GO, a free DIY portable fold-out iPhone and Android viewer that turns the smartphone screen into a 3-D VR system. You can create one with foamboard and 2 cheap plastic lenses, and downloadable software lets you create your own virtual worlds or environments to display.

    See publication
  • Stereoscopic Virtual Reality Hardware at E3 and the Future of First-Person Gaming

    Insomniac Games

    Virtual Reality Hardware – specifically head-mounted displays (HMDs). You might have come across some “virtual” HMDs coming out right now on the consumer market, but they tend to have a low field-of-view and no gyroscopic head tracking capabilities. In other words, they have no sense of peripheral vision, you can’t move your head around independently in the game world, and the experience just feels like a floating television that you are looking at from five feet away.
    People have always…

    Virtual Reality Hardware – specifically head-mounted displays (HMDs). You might have come across some “virtual” HMDs coming out right now on the consumer market, but they tend to have a low field-of-view and no gyroscopic head tracking capabilities. In other words, they have no sense of peripheral vision, you can’t move your head around independently in the game world, and the experience just feels like a floating television that you are looking at from five feet away.
    People have always been dreaming about virtual reality since Neuromancer, and in the 90’s it really captured the public imagination. VR companies were popping up left and right, but the technology wasn’t quite there yet, and the industry crashed and burned around the same time as the dotcom bubble. Now that it’s experiencing a resurgence fifteen years later, a ton of pseudo-VR devices are coming out that don’t really make any sense.

    See publication
  • The Rise of Consumer-Facing Smartphone 3D Virtual Reality

    3D Focus

    Beyond 3D camera rigs, blockbuster movies, and anaglyph glasses, the 3D scene in Los Angeles has a bustling underground, and a revolution is on the horizon. The small but tight-knit virtual reality hardware community is striking out against corporate monoliths like Sony and Vuzix in order to make cutting-edge VR goggles for incredibly cheap prices – and often at much higher quality than their corporate counterparts.
    http://www.3dfocus.co.uk (http://s.tt/1eUaH)

    See publication
  • E3 Expo and Women in Games Spotlight

    talkTECH Communications

    Games are changing. Progressive games are considered more of an art than entertainment, and even blockbusters like the BioShock , Metal Gear Solid, and Final Fantasy franchises are always keen on narrative as much as they are pure gameplay mechanics. This isn’t the days of Mortal Kombat anymore – our characters have depth, and the bar has been set high. Female characters should follow suite.

    See publication
  • Putting Your Classical Education To Work Millennial Style

    talkTECH Communications

    While we continue to redefine the purpose of a formal education, and struggle to find meaning academics, it is all too easy to take for granted the vast universe of information that remains a keyboard stroke away. With access to computers, everyone can become engaged in their own education, and learn, share, and create together. Through OLPC, children not only learn and grow, but become connected to each other, to the world, and to a brighter future.

    See publication
  • Virtual Games Take On New Life of Their Own

    USC Daily Trojan

    We now have a plethora of virtual communities, from PlayStation Home to Second Life to Farmville, as well as many online games on massive community servers, such as World of Warcraft, RuneScape, Everquest and EVE. All of these “universes” are expanding and looking more appealing every day. But what will happen when our virtual alternatives are more attractive than our actual reality?

    See publication
  • A Closer Look at the iPad: The Efficacy In Private Educational Settings

    CalNet Technology Group

    Just like everything else in the education system, the price of textbooks these days are skyrocketing, and buy-back is usually less than 50%. That’s if your lucky. With the iPad taking over the book publishing industry and standardizing prices, the cost of “e-textbooks” are likely to be much less than their old-fashioned, hardcover counterparts.

    See publication
  • Stories from the Ninth Ward: EWB Helps Rebuild New Orleans

    Engineers Without Borders

    Seven students from the University of Kansas chapter of Engineers Without Borders are spending their spring break in New Orleans’ Lower Ninth Ward working with the group Historic Green to rebuild the area in a way that preserves its history while creating a sustainable future. Each day, one of the students is sending a recap of their journey. These are their stories.

    See publication

Projects

  • The Walking Dead: Onslaught, Virtual Reality Game

    -

    The official VR game of AMC’s The Walking Dead, The Walking Dead Onslaught turns you into a desperate survivor struggling against the relentless walker threat, while confronting both the horrors and humanity of this apocalyptic new world.

    See project
  • Battlewake, Virtual Reality Game

    -

    Avast matey, thar be high-seas mayhem! Set sail in Battlewake, a rip-roaring ship-to-ship combat game exclusively for virtual reality. Become a mythical Pirate Lord, captain a massive battle-ready ship and wield ancient magics as you embark on a larger-than-life nautical war for the ages.

    See project
  • Westworld: Awakening, Virtual Reality Experience

    -

    Set during the events of Westworld Season 2, “Westworld Awakening” is a narrative-driven experience played from the perspective of Kate – a host within the Mesa facility who has attained self-awareness. To escape, you must plunge into Westworld's secret past and overcome an entire world designed to destroy and enslave you.

    See project
  • Creed: Rise to Glory, Virtual Reality Game

    -

    Got what it takes to become a champion? You are Adonis Creed, fighting toe-to-toe with the world’s top opponents to establish your boxing legacy. This intense cinematic experience features new Phantom Melee Technology for impactful VR melee combat so you can train, fight, and win like Creed.

    See project
  • Electronauts, Virtual Reality Application

    -

    Immerse yourself in an interactive sonic environment where you build, drop, remix, and jam with your friends and top artists. Create songs, crush sets, and express yourself like never before. Electronauts sets the stage for you to DJ, perform, and make music magic in virtual reality.

    See project
  • Sprint Vector, Virtual Reality Game

    -

    Welcome to Sprint Vector Championship Intergalactica, where the physical thrill of extreme sports meets the unhinged energy of a zany game show! Run, jump, climb, drift, and fly at extreme velocity as you race up to 8 players and battle obstacles in this frenetic VR adrenaline platformer!

    See project
  • Raw Data, Virtual Reality Game

    -

    Built from the ground up for VR, Raw Data’s action gameplay, intuitive controls, challenging enemies, and sci-fi atmosphere will completely immerse you within the surreal world of Eden Corp. Go solo or team up and become the adrenaline-charged heroes of your own futuristic technothriller.

    See project
  • Bullettime Apex, Virtual Reality Game

    -

    You are one of the last human mercenaries for the Resistance, and your mission is to retrieve the only remaining backup of the complete Human Genome. The Bullettime Apex VR prototype included stealth and action gameplay, skyscraper penthouse level, and dojo training level, with a wide variety of experimental virtual weapons and tools.

    See project
  • Survios Prime, Full Body Virtual Reality Prototype

    -

    The Prime 3 prototype uses an Oculus Rift HD prototype, Razer Hydra, and PlayStation Move. Housed in a backpack is a tiny computer which powers the entire experience. There is no dedicated GPU in the backpack—everything with Prime 3 ran directly on an Intel GPU with integrated Iris 5200 graphics, and did so with no performance issues. The Prime 3 prototype provides an untethered VR experience with an 8ft. x 8ft. playing area. If you start to near the edge of your real-world gameplay area, you…

    The Prime 3 prototype uses an Oculus Rift HD prototype, Razer Hydra, and PlayStation Move. Housed in a backpack is a tiny computer which powers the entire experience. There is no dedicated GPU in the backpack—everything with Prime 3 ran directly on an Intel GPU with integrated Iris 5200 graphics, and did so with no performance issues. The Prime 3 prototype provides an untethered VR experience with an 8ft. x 8ft. playing area. If you start to near the edge of your real-world gameplay area, you see a faint virtual fence fade in to let you know that you shouldn’t walk any further.

    See project
  • Zombies on the Holodeck, Virtual Reality Game

    -

    Zombies on the Holodeck uses the modular Holodeck platform to immerse players in a survival horror environment. Players use the Oculus Rift to explore with peripheral vision and head tracking, and use Razer Hydra controllers to shoot guns, pick up items, and build defenses.
    http://www.projectholodeck.com/zombies-on-the-holodeck

    See project
  • Project Holodeck, Full Body Virtual Reality Prototype

    -

    Project Holodeck is a virtual reality platform built with consumer facing technology, DIY off-the-shelf components, cutting-edge custom software, and creatively integrated peripherals. The goal of Project Holodeck is to bring 360-degree 6-DOF full-body virtual reality out of the research lab and into a fun, accessible consumer gaming platform. We want to make the dream of a VR play space a reality, and at a affordable cost. The project is a joint venture between the University of Southern…

    Project Holodeck is a virtual reality platform built with consumer facing technology, DIY off-the-shelf components, cutting-edge custom software, and creatively integrated peripherals. The goal of Project Holodeck is to bring 360-degree 6-DOF full-body virtual reality out of the research lab and into a fun, accessible consumer gaming platform. We want to make the dream of a VR play space a reality, and at a affordable cost. The project is a joint venture between the University of Southern California Viterbi School of Engineering and the School of Cinematic Arts, specifically the GamePipe and Interactive Media programs. http://www.projectholodeck.com

    See project
  • Wild Skies, Virtual Reality Game

    -

    In Wild Skies, the cooperative VR game we are currently developing for the Holodeck platform, two players play as Larion’s two children, Zendair and Serai. They must learn to pilot their father’s nuclear-powered airship through an exotic world of floating islands and dangerous storms, while fending off religious fanatics, oppressive governments, and vicious pirates to protect their family. So begins a voyage in a World of Wild Skies.

    See project
  • Shayd, Virtual Reality & Motion Capture Installation

    -

    Shayd is a motion capture VR installation that allows users to explore bizarre celestial realms and interact with alien life forms. I work as Lead Designer for the project. We are using the PhaseSpace motion capture system, which consists of ten calibrated mocap cameras that provide flawless head tracking of the head mounted display. The HMD, called the PR3, is developed by our lead hardware engineer Palmer Luckey, and served as a precursor to the Oculus RIft.

    See project
  • Charlie's, Web Commercial

    -

    A short commercial I directed for Charlie's Hair & Spa, in conjunction with No Hero Films. Produced by Christopher Pollock, Cinematography by Jimmy Hammond.

    See project
  • Vindictive Swindlers, Short Film

    -

    Student film "Vindictive Swindlers" created at Santa Monica College, produced by No Hero Films. Written & Directed by Thiago Tassini. Shot & Edited by James Iliff.

    See project
  • Xombie Corps, Short Film

    -

    Student film "Xombie Corps" created at Santa Monica College, produced by No Hero Films. It won the Audience Choice Award at the 2009 SMC Film Festival. Written & Directed by Michael Hall. Shot & Edited by James Iliff.

    See project
  • Classical Apparel

    -

    Offbeat philosophical & historical designs for clothing and accessories. This goofy and charming online store offers an original collection of intellectually-stimulating pop art designs, historical illustrations, and ironically kitschy accessories - plus a few philosophical oddisms to boot. Its a great for those with a bold style and a taste for the esoteric.

    See project
  • Freshmeat, Short Film

    -

    Student film produced by Kansas City Indie & No Hero Films. Written & Directed by James & Seth Iliff.

    See project
  • CityScape, First-Person Color & Space Experiment

    -

    Cityscape is powered by Valve’s Source Engine, created almost entirely in the Hammer Editor. The map is an experiment in the psychological well-being of players when exposed to varying systems of color, space, and light. The architecture consists of a predominant metal tower that rises high above the surrounding city. In the upper half of the tower, there are four levels of progression, with the last stage being the very top. Each stage gradually shifts in terms of space and color to subtly…

    Cityscape is powered by Valve’s Source Engine, created almost entirely in the Hammer Editor. The map is an experiment in the psychological well-being of players when exposed to varying systems of color, space, and light. The architecture consists of a predominant metal tower that rises high above the surrounding city. In the upper half of the tower, there are four levels of progression, with the last stage being the very top. Each stage gradually shifts in terms of space and color to subtly motivate the player to progress upwards, without the use of physical hazards such as enemy AI or passive dangers.

    See project
  • Ashcan Noir, Level Design & Charcoal Work

    -

    This work was an exploration of noir, particularly with the “ashcan” school of art. The process itself is an inversion of the typical game design process. Instead of starting out with elaborate concept art and then using that as inspiration for an in game environment, I began by piecing together a rough map, and then let that inspire a final piece in colored pencil and charcoal.

    The environment itself pays homage to your typical circa 1930′s Chicago or New York. The buildings are…

    This work was an exploration of noir, particularly with the “ashcan” school of art. The process itself is an inversion of the typical game design process. Instead of starting out with elaborate concept art and then using that as inspiration for an in game environment, I began by piecing together a rough map, and then let that inspire a final piece in colored pencil and charcoal.

    The environment itself pays homage to your typical circa 1930′s Chicago or New York. The buildings are rusty, rocky, and distant. The road is pinned on either side by rows of offices and scaffolding, completed in the distance by an ominous horizon of smog. The textures used are cracked concrete, decaying metal, chipped stone walls, brick, and ash (of course).

    See project

Honors & Awards

  • Fast Company's Most Innovative Companies

    Fast Company

    https://www.fastcompany.com/company/survios

  • EY Entrepreneur of the Year: Los Angeles Semifinalist

    Ernst & Young

    https://www.ey.com/en_us/entrepreneur-of-the-year

    Through the Entrepreneur Of The Year® program, we celebrate the unstoppable entrepreneurs whose unbounded ambitions deliver innovation, growth and prosperity that transform our world.

  • Forbes 30 Under 30

    Forbes Magazine

    What never grows old? The burning desire of youth to reinvent the world. That ambition and impatience is on full display in our 2018 edition of the Forbes 30 Under 30, our annual encyclopedia of creative disruption featuring 600 young stars in 20 different industries. Selecting these youthful visionaries is a year-round obsession: We vet thousands of nominations, leaning on the collective wisdom of our online community, ace reporters and a panel of A-list judges. Now in our seventh year, with a…

    What never grows old? The burning desire of youth to reinvent the world. That ambition and impatience is on full display in our 2018 edition of the Forbes 30 Under 30, our annual encyclopedia of creative disruption featuring 600 young stars in 20 different industries. Selecting these youthful visionaries is a year-round obsession: We vet thousands of nominations, leaning on the collective wisdom of our online community, ace reporters and a panel of A-list judges. Now in our seventh year, with a 4,000-strong alumni network that spans the globe, this list continues to spotlight the impressive, the inspiring and the (genuinely) enviable.

    https://www.forbes.com/30-under-30/2018/games/#6affad2f1aeb

  • GDC Awards 2017 - Tom's Guide Best VR Game Award

    Tom's Guide

    Awarded for VR game "Sprint Vector"

    http://www.tomsguide.com/us/pictures-story/1062-best-of-gdc.html#s5

  • CSQ NextGen 10

    CSQ Magazine

    This year’s group - compiled with the help of some of the city’s brightest minds and creative talents (including Anthony Pritzker and Chuck Davis) - features an eclectic mix of founders, CEOs, and other C-Suite executives whose companies have reshaped the way we live our lives today and continue to mold how we will live them tomorrow.

    https://csq.com/2017/02/2017-nextgen10-innovation-technology/#.Wi3uUN-nH-g

  • E3 Awards 2016 - VR Voodoo: Technical Achievement Award & Hardware Mover: Awesome Game That’ll Sell Hardware Award

    GamesBeat & Epic Games

    Awarded for VR game "Raw Data"

    https://venturebeat.com/2016/06/17/the-best-unreal-engine-games-of-e3-2016-selected-by-gamesbeat/

  • GDC Awards 2016 - Tom's Guide Best VR Game Award

    Tom's Guide

    Awarded for VR game "Raw Data"

    http://www.tomsguide.com/us/best-of-gdc-2016,news-22427.html

  • Proto Awards 2014 - Best Overall Award, Most Transportive Experience Award, Best Interaction Design Award

    Proto Awards, Virtual Reality Foundation

    Awarded for VR game "Zombies on the Holodeck"

    The Virtual Reality Foundation was founded as a non-profit to reward individuals and teams making strides in the field of virtual reality. https://www.protoawards.com/

  • GDC Game Narrative Review - Gold Award

    GDC Game Narrative Summit

    Essay: "Speechless Protagonists, Spatial Storytelling, and Immersive Worlds: Half-Life Game Narrative Review"

    About the GDC's Game Narrative Review program: Every year, leading game design programs at universities across the country integrate the GDC's Game Narrative Review competition into their academic curricula. Each participating student conducts a detailed structured analysis of the narrative elements of a game title of their choice. The resulting papers are submitted to the GDC…

    Essay: "Speechless Protagonists, Spatial Storytelling, and Immersive Worlds: Half-Life Game Narrative Review"

    About the GDC's Game Narrative Review program: Every year, leading game design programs at universities across the country integrate the GDC's Game Narrative Review competition into their academic curricula. Each participating student conducts a detailed structured analysis of the narrative elements of a game title of their choice. The resulting papers are submitted to the GDC writing board for review, and the submitters with the most promising entries are then invited to create a poster as a visual synopsis of their review. Successful poster submissions are declared winners and exhibited at the GDC in Austin. For more information visit: http://www.gdcvault.com/gamenarrativereview

  • USC Web Design Award

    USC Transmedia Forum

    Awarded for website jamesiliff.com

    Today’s students understand the power of networked media as a means for creative expression, education, advocacy and social change. Across the USC campus, an increasing number of undergraduates are creating dynamic visual presentations, short videos and websites for their various classes and to demonstrate their research. The Transmedia Forum offers a chance to showcase this innovative work – not just to other USC students, but to the larger USC…

    Awarded for website jamesiliff.com

    Today’s students understand the power of networked media as a means for creative expression, education, advocacy and social change. Across the USC campus, an increasing number of undergraduates are creating dynamic visual presentations, short videos and websites for their various classes and to demonstrate their research. The Transmedia Forum offers a chance to showcase this innovative work – not just to other USC students, but to the larger USC community.

    http://transmedia.usc.edu

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