
Contact Information:
Email: Chris@iMyth-x.com
Phone: 301-614-2291
Website: https://imyth-x.com/
LinkedIn: www.linkedin.com/in/chrisroda
Facebook/X: www.facebook.com/chris.roda.33
Email: Chris@iMyth-x.com
Phone: 301-614-2291
Website: https://imyth-x.com/
LinkedIn: www.linkedin.com/in/chrisroda
Facebook/X: www.facebook.com/chris.roda.33
Position: Designer
Company: iMyth – Immersive Theme World Experiences
Location: Remote, HQ in Orlando
About Us
iMyth is on a mission to revolutionize how people experience stories. We develop custom, interactive, immersive theme worlds and deliver them directly to users’ smartphones. Our experiences are rich, empowering, and unlike anything else in the world. If you are ready to push the boundaries of storytelling and technology, we want you on our team.
Role Overview
As a Designer at iMyth, you’ll fearlessly support our creative vision by researching and creating lush story worlds, dynamic characters, and addictive adventures. You’ll design new interactive features and work closely with programmers, technical designers, and artists to bring these worlds to life.
Key Responsibilities:
Key Skills:
Attributes We Value:
Success Vitals:
Why Join Us? iMyth is a place for those who want to break new ground in storytelling and immersive experiences. You’ll be part of a passionate, innovative team that values creativity, collaboration, and the courage to explore the unknown.
Ready to Embark on a New Adventure?
Contact Chris, (chris@imyth-x.com), to be part of iMyth’s groundbreaking journey to redefine immersive experiences.
–Dare to Live the Adventure!
Location: Remote, HQ in Orlando
About iMyth: iMyth (Immersive Theme World Experiences) is a fearless leader in the world of immersive theme experiences. We specialize in developing interactive, custom worlds that empower and entertain users, delivering them right to their smartphones. At iMyth, we don’t just create apps—we craft experiences that blend technology and creativity to redefine what it means to be entertained.
Position Overview: We are seeking a talented Technical Artist who will empower our development team to create world-class immersive experiences. You will play a critical role in mapping and implementing a robust Metahuman pipeline into Unreal Engine 5.4, integrating interactive animations, and architecting advanced pipelines that set the standard in our industry.
What You’ll Achieve:
Key Skills:
Key Attributes:
Responsibilities:
Big 3 Goals:
Why iMyth? Join iMyth to push the boundaries of what’s possible in interactive experiences. We offer an empowering environment, continuous learning opportunities, and a chance to be part of something truly groundbreaking.
Ready to Be Fearless? If you’re ready to empower, entertain, and innovate, contact Chris, Chris@iMyth-x.com, today!
Location: Remote, centered in Orlando
About iMyth
iMyth (Immersive Theme World Experiences) is revolutionizing entertainment by creating interactive, custom theme worlds and delivering them directly to users’ smartphones. Our mission? To fearlessly entertain and empower the world through outstanding immersive experiences. We’re pushing the boundaries of what’s possible, and we need top-tier talent to help us bring our vision to life.
The Role: Programmer
As a Programmer at iMyth, you will play a key role in driving our technology vision forward. You’ll collaborate with cross-functional teams to develop cutting-edge application features, contribute to our AI/ML-powered Hero Engine Model, and be at the forefront of creating immersive, world-class digital experiences. This is not just a job — it’s an opportunity to shape the future of interactive entertainment.
Key Responsibilities
What You’ll Need to Succeed
Big 3 Goals for the Role
What We Offer
If you’re passionate about programming, entertainment, and innovation — this is your chance to make a real impact. Contact Chris, (Chris@iMyth-x.com) and be part of a team that’s redefining digital experiences.
Ready to dive into a world of immersive possibilities?
Dare to live the Adventure!
Wow! It’s been a long time since I’ve contributed to the iMyth Blog site. It’s time to fire up the Furnace and get cooking again! This time it’s not about reporting about another article or another development but to support a concept that has pushed iMyth from the very beginning.
iMyth is built on three tenets; Physical, Social and unrepeatable. I’m writing this article to support the first and third tenets, phsyicality and non-repeatability. The support for this comes from an article written by Harry Baker for UploadVR, Two-Bit Circus Maze.
In Harry’s article, he talks about the Maze created by Treyarch/Ubisoft for the indoor amusement park of the future, Two Bit Circus. While this maze is nothing new or revolutionary, I really am drawn to two aspects about the article. The first aspect is that the maze was created with two facades; the mine/maze filled with skeletons and minotaurs and the second filled with iconic Rabids. The experience is basically the same except the experience can be a little more tame or less frightening, depending on the demeanor of the participant. iMyth has always supported an experience that changes dynamically in order to conform to the individual in order to provide them with a “rewarding” immersive experience. This will continue to be something iMyth focuses on. It is confirming to know that a funded immersive experience, Two Bit circus, also stands for the same concept.
The second tenet, physicality, seems like an unintentional element at Two Bit but really seemed to capture the attention of the article writer, Harry Baker. To quote his article, “For me, I find VR experiences that intersect with physical space and location really interesting. When I’m playing VR, immersion is everything for me. The more immersed I am, the more I enjoy the experience. To be able to walk through a physical space and feel the walls, the wind and feel like I’m in an elevator made the experience notably better. Had I completed the maze in an open-plan room with no walls or physical alterations, it just wouldn’t have been the same.“
I see this inclusion as further conformation that physicality is and will continue to be a significant contribution to the overall quality of an immersive experience. While I myself would not call the sensation ‘immersion’ but rather ‘presence’. Presence, as defined by philosopher Mel Slater, is the willful suspension of disbelief in the presence of an understood pretentious situation. Presence will continue to be an iMyth objective and physicalness will continue to be one of its primary focuses.
One of the Holy Grails to rise above the first generation of VR is to move from room-scale tracking to warehouse or house scale tracking. During the The Courier prototyping phase, the iMyth crew was able to extend the Steam VR Tracking to 20 feet by 20 feet. There were artifacts with this scale including dead zones and intermittent spotty coverage. I have been anxiously waiting the arrival of Steam Tracking 2.0. I though it would be available by last December however it is only just starting to show up with certain Vive Pro packages.
To hype the release of the new Steam VR tracking, Vive China President Alvin Wang Graylin Twitted a video of seven new SteamVR 2.0 base stations hooked up to a single Steam account after a SteamVR beta update. Inside the video, a participant navigates continuously through three separate rooms and interacts with multiple tracked objects. Seven V2.0 Lighthouses were used to track the experience space. We have no idea what the viewing experience was like but it did not seem as if the participant was slowed by dropped coverage or dead zones. He even travels through closed doors.
https://twitter.com/twitter/statuses/1016992465742585857
One of the really impressive aspects of this is that the group achieved a tracking area 67 square meters which more than double the recommended size of 25 square meters of the Steam Tracking 1.0. Here is the floor space schematic of the test.
While currently being distributed, Steam Tracking 2.0 is still being developed and it will still be a while before technology at this scale reaches the consuming public. Evidently the off-the-shelf version of the trackers will only work with 4 trackers not 7 as reported by lead Steam VR Tracking developer Alan Yates. He confirmed that while it is possible to link 4 lighthouses at the moment, the released video is still prototype and a bit premature.
Even though 7 Lighthouses is still not within grasp, I would still love to get my hands on 4 Lighthouses. Who knows? Maybe if the Lighthouses could be daisy chained in a linear sequence we could still achieve 75 square meters of tracked coverage. The imagination just spins!
Here is a quick synopsis of the the Variety article, Location Based VR.
The Disney Accelerator class of 2017 was just announced and two of its newest partners are The Void and Epic Games. The details of these new partnerships have yet to be understood. Two things for sure are these relationships will include a three month mentorship in the Disney creative campus in LA and a financial investment.
The Void has already established itself as a leader in immersive experience games. They have four operating installations open around the world. Epic Games is already a leader in the gaming world with its Unreal 4 Game editor. They have been an integral contributor to the ILMxLab Star Wars immersive experience demo.
What Disney expects to gain from these strategic partners is anyone’s guess. They typically enroll much smaller fish for their yearly cohort. One thing that can be for sure is that Disney is very bullish on immersive experiences and is investing on two of the industries heavy weights. To me is sounds like a slam dunk for Disney and an indication that immersive/location-based experienced is where a large portion of future industry is headed.
SteamVR is busily working on its next generation of tracking. The most significant advancement is in the Lighthouse, the core component of VR tracking. SteamVR Tracking is accomplished with two of these lighthouses flooding the immediate sourounding area with vertical and horizontal tracking beams which interact with micro sensors. The old liighthouse base station required two rotors, one for the horizontal sweep, one for the vertical. The next generation of base stations aims to reduce the requirements to just one rotor which will generate both sweeps
Lat month, in December, iMyth Demonstrated full body tracking for its interactor using the Perception Neuron tracking outfit. It was an impressive bit of engineering to get the system up and working and coordinated with the Vive and UE4. For the prototype example this tech strategy worked well. The participant understood the interactor and there was never any “strong” concerns about the problems with the tech.
Regretfully there were many Problems.
In Mid-December, I also attended journeyed to Seattle to get Vive Lighthouse training. The Lighthouse id the tracking technology Valve uses to track all of the objects in the environment. With this technology we could track an almost infinite number of objects and build our own Vive Controllers. I immediately started thinking about how we could use this technology to easily track the interactor and participant.
It seems like a couple of other companies were thinking about the same thing. Steve Bowler at Cloadgate experimented with strapping Vive Controllers to his feet. He was able to get some pretty good results.
Steve’s solution was a great first start. However it was a bit problematic since he required an entirely new Vive setup to get the controllers. He did not have any waist tracking, (Important for tracking overall body movement). Also, controllers strapped to your feet are a bit awkward.
Now it seems like the folks at IKinema have taken things one step further and and created their own Vive tracker controllers which are mounted on the feet and waist.
This demonstration looks really sharp and claim to have no post-processing. I believe them. However the imYth solution is still not quite there. Project Orion may still take some time to become commercially available. Their solution required two controllers, one in each hand. For iMyth I am seeking a hands free solution so we would require a tracking device on the wrists and eventually some IMU finger tracking. Ikinema is also a Motion tracking company so I I would not be surprised if we wanted their technology, we would also probably need to purchase a suite of re-targeting tools which would be overkill for what we want. I don’t know. I’d like to get in contact with the Ikinema guys and investigate their plans for release.
So this leads ups back to iMyth creating their own tracking solution. I just received an email from Reid at Triad Semiconductor saying they just received the go ahead to produce the boards needed to create custom controllers. Those will be available in 8 weeks. This will be exciting since iMyth will not only be tracking the interactor and participant but multiple other participants and multiple set pieces and props as well. Very exciting times!