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Friday, February 13
 

10:30am

Registration
Friday February 13, 2015 10:30am - 8:00pm
_ Lobby First Floor

10:30am

PlayStation Exhibit
Friday February 13, 2015 10:30am - 8:00pm
_ Cafe First Floor

10:30am

11:00am

Play Design and the opposite of boredom
You know the feeling: a videogame that is confusing, with an awful tutorial and worse level design. You give it a try, you get frustrated and you abandon it. Every day, millions of kids feel exactly the same at school – the only difference is that they can’t quit. Forget about rescuing players from the tyranny of AAA games: we are facing the meanest, greediest, most conservative Boss monster ever. And there’s plenty we can do to fight him.

Speakers
avatar for Gonzalo Frasca

Gonzalo Frasca

Gonzalo Frasca ran his own studio for a decade until he got bored and frustrated. So he went indie and now he’s making math games at okidOkO. Instead on working on the most relevant math subjects, he asked teachers which topics are the most frustrating and make kids feel stupid. Now he’s creating games focusing on that. | | A while ago, Frasca sort of invented newsgames, wrote videogame and play theory, made tons of webgames for Hollywood... Read More →


Friday February 13, 2015 11:00am - 12:00pm
Redstone Theater First Floor

11:00am

Play Design and the opposite of boredom (streaming)
Speakers
avatar for Gonzalo Frasca

Gonzalo Frasca

Gonzalo Frasca ran his own studio for a decade until he got bored and frustrated. So he went indie and now he’s making math games at okidOkO. Instead on working on the most relevant math subjects, he asked teachers which topics are the most frustrating and make kids feel stupid. Now he’s creating games focusing on that. | | A while ago, Frasca sort of invented newsgames, wrote videogame and play theory, made tons of webgames for Hollywood... Read More →


Friday February 13, 2015 11:00am - 12:00pm
Bartos Theater First Floor

12:00pm

eSports Showcase: Screencheat
Screencheat is a chaotic online and offline split-screen multiplayer shooter that forces players to rethink the way they approach conventional multiplayer games. In the Screencheat arena, fast reaction times aren’t enough to keep you alive. When everyone is invisible, players will have to master the art of taking a not-so sneaky look at their opponent’s screens and working out where they are based on uniquely coloured areas of the map and distinctive landmarks.

Screencheat pays homage to iconic competitive first-person shooters such as Goldeneye, Perfect Dark and Halo, by blending the elements everyone loves about those games and shaking it up with its own unique take on the genre. When everyone’s used to playing by the rules, can you adapt to unconventional gaming quick enough to get the upper hand?

Friday February 13, 2015 12:00pm - 3:00pm
Mezzanine Amphitheatre Second Floor

12:15pm

Law 101 for Indie Developers
In Law 101 for Indie Developers, Chris Reid will give developers an overview of the main legal questions and issues that they will encounter running or being part of a game studio. Together, Chris and the participants will create a hypothetical game studio and walk through the legal issues that arise at the different phases of its business, from founding the company, to publishing multiple titles. There will be plenty of time to address specific questions as each topic comes up, and participants should come away with a better picture of how the law fits into making their studio a reality.

Speakers
avatar for Chris Reid

Chris Reid

Chris Reid is a lifelong gamer who has transferred his passion for games to his law practice, where he specializes in serving and representing independent game developers. Chris studied the intersection of IP and technology at Fordham Law School, going on to work in patent litigation at Ropes & Gray LLP in New York before leaving to start his own practice working with independent game developers. Chris combines his legal experience and... Read More →


Friday February 13, 2015 12:15pm - 1:15pm
Fox Amphitheatre First Floor

12:30pm

Software and Hardware in Post-Communist Central and Eastern Europe
This talk will look at the hardware, software, and video games of post-Communist Central and Eastern Europe (CEE) from the 1980s through the 2000s with a focus on non-normative uses and aesthetics. Topics include programmers using games politically during the Velvet Revolution in Czechoslovakia, the influx of Nintendo Famicom-cloned consoles and pirated games throughout post-Communist Europe, and a look at contemporary titles from Russian developers maligned as obtuse, confusing, and ugly. What emerges, through the examination of archival images from CEE gaming magazines, anecdotes from Russian gamers, and analysis of game aesthetics, is a two-pronged approach of not only how social, political, and economic forces shape technology in the CEE, but also how software and hardware production influences contemporary culture. 

Speakers
avatar for James Anaipakos

James Anaipakos

James Anaipakos is a writer and designer living in New York City. His work focuses on user interactions, the history of software, and contemporary technology. More of his work can be found at jamesanaipakos.com


Friday February 13, 2015 12:30pm - 1:00pm
Bartos Theater First Floor

12:30pm

STAYING IN TUNE: The Importance of Creating a Dialogue About Consent
Tweed Couch Games/In Tune

Our talk will begin by discussing the context in which our game, In Tune, was made. This will be followed by a description of what the game hopes to achieve and how, including the challenges of its creation, and then broaden back out into a discussion of the representation of consent in games and popular culture. It will answer one major question from a multitude of perspectives: Why make a game about consent?

We will deal with a deceptively simple question that we get asked over and over when we present our game: “Why make a game about consent?” When people ask this, they are actually asking a handful of things.

They are asking why make a game about <b>consent</b>. Why is the topic of consent one that we need to deal with? The narrative that media has constructed surrounding consent is problematic in many ways and our goal was to create something that made players and audience contemplate their daily navigation of consent. Our society is built around the “soft” no – often avoiding the word no entirely in favour of polite excuses and roundabout denials.

They are asking why make a <b>game</b> about consent. Why use this medium to deal with what is often seen as a very serious and difficult to approach topic? We wanted to give players a chance to practice consent. Often when we go to workshops to learn about consent we discuss what consent should look like, or how we should practice consent. It is rare that participants in such workshops are given the space to actually practice consent skills. This is especially true for the types of consent that may fall outside the sexual intimacy such workshops often focus on. Games are the perfect medium for this practice.

They are asking why make a game about consent. What was our goal when making such a game?
Such a game can reach a broader audience than traditional dialogues and workshops. People who play games may not normally be exposed to information about consent. Additionally, the game format makes the information accessible to new audiences who may not even be thought of in the narrative around consent, such as elementary or high-school age children, University students, and even or especially as a game played between friends and acquaintances.

In Tune is a game about navigating consent – both physical or otherwise – in a culture where people are constantly navigating consent and its boundaries whether they are aware of it or not.

Consent itself is often dealt with implicitly and without negotiation. Why should this be the case, and how can we open a dialogue?

Speakers
avatar for Allison Cole

Allison Cole

Allison Cole has recently given up on her dream of becoming champion of the Montreal Pokémon league to move to New York and make games at the NYU Game Center, where she continues to make games about the issues she holds most dear.
avatar for Jessica Rose Marcotte

Jessica Rose Marcotte

Game Designer and Writer, Tweed Couch Games
Jessica Rose Marcotte is a Montrealer who keeps herself as busy as possible. She is a game designer, a writer and a PhD student at the TAG Research Lab, Milieux Institute, Concordia University. In her game projects, she explores her interest in accessibility, diversity and provoking meaningful conversations through her work. Her PhD at TAG, under the supervision of Rilla Khaled, will explore the potential of games to make us feel complex... Read More →
avatar for Zachary Miller

Zachary Miller

Zachary Miller is a budding game designer and hacker-minded individual from Regina, Saskatchewan (a flat, cold place in the centre his his observed universe), where he helped create the Winnitron SK, a communal indie arcade cabinet. Now based in Montreal, he’s gained friends and colleagues [re: foes?] at the TAG Lab (Concordia University) and enjoys meeting awesome people in awesome places. In his spare time Zach likes to refine his... Read More →


Friday February 13, 2015 12:30pm - 1:00pm
Redstone Theater First Floor

12:30pm

1:00pm

Becoming Play Fluent : Building Global Interaction

Each game development community is unique. With the barrier to entry so low now, you can make games by yourself or in a number of interesting collaborative environments dispersed around the world. Each ecosystem of development has it’s own way of engaging the community and overcoming the challenges of getting your audience to play.

This talk is about my 4 year exploration of the Korean game scene. Traditionally, games made in Korea have only found success in Korea. I will delve into the challenges in the east and why Korean indies are rapidly becoming more relevant. The Korean game scene is in desperate need to develop a much stronger global perspective. Raising awareness of the way others make games requires the west to join in on the conversation. Fostering other environments is what creates a healthy ecosystem of games. Together we can come up with universal solutions through teamwork, collaboration, and the construction of a strong community of developers that spans throughout the globe.

Speakers
avatar for Joe Spradley

Joe Spradley

Joe Spradley is a USC Interactive Entertainment graduate living in Los Angeles, CA. Long-time supporter of independent game movements. He spent the past 4 years living and working in Seoul, South Korea. There he led a team to create Tower Defense (yes, Koreans own that trademark for smartphones), and later became Creative Co-Director of Com2us. Most recently, Joe created PlayFluent to help create awareness for Korean games and indies everywhere.


Friday February 13, 2015 1:00pm - 1:30pm
Bartos Theater First Floor

1:00pm

Subverting Toxic Let's Play Culture: Inclusivity, Safe Spaces, and Fourplay Show
After an intersectional feminist analysis of the personalities and communities of some of the more popular Let's Play-style programming (particularly: Achievement Hunter and PewDiePie), Matt Albrecht, host of the YouTube show Fourplay, will discuss the need for more inclusive gameplay shows and outline the plan undertaken in creating a safe space on his own show. Following a particularly hostile year for women developers and cultural critics, the talk will spotlight Fourplay's founding principles of inclusiveness, accessibility, and camaraderie, and why these principles are so sorely needed and should be adopted by other allies.

Speakers
avatar for Matt Albrecht

Matt Albrecht

Matt Albrecht is a games culture critic, advocate for inclusivity, and local multiplayer fanatic living in Brooklyn. His web show, Fourplay, is founded on inclusiveness, accessibility, and camaraderie, featuring guests from all walks of gaming in a celebration of creativity and play. His work has been featured on Kill Screen, Model View Culture, and The Mary Sue.


Friday February 13, 2015 1:00pm - 1:30pm
Redstone Theater First Floor

1:30pm

Crowdfunding: Best Practices for Indie Game Devs
Because crowdfunding is so new and so different, the best way to learn how to do it is to learn from first-hand experience. You'll hear discussions about preparation, launch, and reaching the goal - and also what it's like to recover after the funding falls short. You'll find out that crowdfunding isn't all about the money - arguably, the more important benefit is building a rich community invested in your future success. If you've got a great vision for a game, but you're not sure how you'd find the resources or the fan base to make it a reality, you're in store for a fascinating conversation. This panel is organized by Playcrafting.

Moderators
avatar for Dan Butchko

Dan Butchko

Dan Butchko oversees and executes all operations as General Manager of Playcrafting in both of its branches in New York and Boston. A graduate of New York University, Dan is the former Creative Director & Events Manager of Hedge Funds Care, where he worked for six years to help raise millions to prevent and treat child abuse in 9 U.S. cities and 3 abroad. He is also an independent game developer and graphic... Read More →

Speakers
avatar for Shawn Alexander Allen

Shawn Alexander Allen

Shawn Alexander Allen is a game designer, artist and writer from New York City. He is currently working on Treachery in Beatdown City, a tactical beat ‘em up that uses dark humor to commentate on politics and intersectionalism. Recently he made a physical game called Corporate Vandals about sticker bombing culture in New York that started a fight between 2 players and a dog. Previously Shawn worked for almost 5 years in AAA games, the first... Read More →
RP

Rachel Presser

Rachel Presser runs point-and-click adventure game outfit Himalaya Studios as CFO and Executive Producer, and spearheaded a successful Kickstarter campaign in 2013 with six-figure results. She holds a B.S. in Accounting from Lehman College and M.S. in Accounting from Hunter College, and is a federally-licensed tax professional (Enrolled Agent) of almost 10 years. She has since left the financial industry to focus on running Himalaya and is... Read More →


Friday February 13, 2015 1:30pm - 2:30pm
Fox Amphitheatre First Floor

2:45pm

Developing and Publishing on PlayStation
Learn how to start developing your game to publish on the PlayStation platforms. Bring your questions for Brian Silva and Nick Suttner of SCEA.

Speakers
BS

Brian Silva

An 18 year industry veteran, Brian Silva is an Account Executive in the Developer Relations Group and manages the Pub Fund Program at Sony Computer Entertainment of America. Prior to joining Sony, Brian held various positions at industry leaders Electronic Arts, Eidos, and Crystal Dynamics. He has contributed to high profile projects that include the Medal of Honor franchise, Road Rash, Soul Reaver, and Gex.
NS

Nick Suttner

Bearded indie champion Nick Suttner is the Lead Account Manager at Sony Computer Entertainment America, and an unlockable announcer in Johann Sebastian Joust. He lives in San Francisco with his girlfriend, his cat, and some plants and candy bars.


Friday February 13, 2015 2:45pm - 3:15pm
Fox Amphitheatre First Floor

3:00pm

Save the World, the Girl, or Your Soul? Underused Conflict Types in Narrative Games
In most narrative-focused games, be they adventures or RPGs, the player is frequently put in the shoes of a hero going on a journey. The end goal is usually the salvation of the story's world/universe, or the rescue of some form of damsel in distress. This talk will attempt to examine why other types of conflict, such as Man vs Himself are not as common in these games, while also examining games where it is used, such as Planescape Torment and A Golden Wake.

Speakers
avatar for Francisco Gonzalez

Francisco Gonzalez

Francisco Gonzalez has been developing point and click adventure games with Adventure Game Studio since 2001. Mostly known for his 8-part freeware saga "Ben Jordan: Paranormal Investigator," Francisco released his first commercial game, "A Golden Wake," in October 2014. Currently, he is employed as a full time game developer at Wadjet Eye Games in New York.


Friday February 13, 2015 3:00pm - 3:30pm
Bartos Theater First Floor

3:00pm

Videogame Art and the Artistic Legitimation of Videogames
The legitimation process of a new medium as an accepted form of art is often accelerated by its use and adaptation from traditionally acclaimed artists. Exploring the process of acceptance of other mediums from popular culture, such as cinema, television and comic books, into the art world, we can trace historical parallels between these mediums and videogames, starting with the work of pioneers, followed by commercialisation, adaptation of the medium by artists, and the medium’s maturation with the rise of auteurs. In recent years, traditional videogames and indie games have been included in exhibitions at specialty museums or as design objects, but are conspicuously absent from postmodern and contemporary art museums. However, we already see examples of so-called videogame art being exhibited in such museums. Artists such as Cory Arcangel, Eddo Stern, Anne-Marie Schleiner, Brody Condon and Feng Mengbo have explored the unique characteristics of videogames in their practices, modding and adapting the medium, and its surrounding culture, to their needs. In this talk, I aim to give a historical perspective of videogame art, and trace its influence on the process of artistic legitimation of the videogame medium.

Speakers
avatar for Sofia Romualdo

Sofia Romualdo

Sofia Romualdo is a contemporary art curator and researcher on the topic of videogames as an art form. She started her academic life in science, then halfway through Medical School realized that art was her passion, and switched majors. Since then she has studied art history and curating, with an emphasis on contemporary art. In 2013 she finished her Master's degree in Museology and Curatorial Studies with a dissertation titled ""Play, Games and... Read More →


Friday February 13, 2015 3:00pm - 3:30pm
Redstone Theater First Floor

3:00pm

eSports Showcase: Stardust Vanguards
STARDUST VANGUARDS is a local multiplayer dueling game in the style of 80s and 90s anime space operas, blending precision high-speed mecha warfare with overwhelming numbers of NPC reinforcements.

As each battle rages on, players will earn and summon increasingly powerful allies to help on the battlefield. Each battle is unique with the game&#039;s random event system, forcing players to respond to dozens of potential surprise attacks by computer-controlled space pirates. Perhaps a temporary truce is in order since the pirates can win the battle just like the players can! STARDUST VANGUARDS brings fast-paced dueling, a dash of strategy, and plenty of bullets to competitive couch-multiplayer fans.

Friday February 13, 2015 3:00pm - 6:00pm
Mezzanine Amphitheatre Second Floor

3:00pm

Refreshment Break
Join us for some refreshments provided by Facebook!

Friday February 13, 2015 3:00pm - 6:00pm
_ Digital Learning Suite First Floor

3:30pm

A 21st Century Digital Art Manifesto
a wider percentage of people have access to a wider plethora of creative tools than ever before. the way we think about making and disseminating art is also rapidly changing. the old standards we use to evaluate what art is, who gets to make it, what's "good" and "bad" or "important" are being challenged more than ever.

at the same time, making your way as a creative person on the internet is not exactly a meritocracy. many sub-communities that produce the most interesting works can be very insular and often impose implicit values about what kind of thing gets made within their communities, or what gets seen by outsiders. this is one of the many why reasons people outside of the internet, in establishment art circles often have a hard time making sense of or taking seriously the torrent of creative output that comes from these communities.

the central question of this talk will be how can we keep what's unique about these new tools and new forms of expression while also escaping the insularity and values of internet subworlds and engage with cultural issues on a broader level?

so yes, this talk will not just be about "videogames". it's important, given how poisonous a space videogame culture has become, that we start broadening the conversation, and we start including what was previously ignored & left out of the conversation.

Speakers
avatar for Liz Ryerson

Liz Ryerson

professional unprofessional, ella guro
Liz Ryerson is an independent game designer, composer, writer, and digital artist. Her work aims to re-evaluate the ways we experience and understand digital spaces - and examine strange or forgotten threads that might lead us into new territory. Her game 'Problem Attic' explores the troubled psychological landscapes of its protagonist through willful abstraction and unconventional game design choices.


Friday February 13, 2015 3:30pm - 4:00pm
Redstone Theater First Floor

3:30pm

Storytelling in Games and Musical Theatre: Not So Different?
In the musical theatre world, composers often face a tricky problem: when you're trying to tell a story using music, how do you make sure the music is a meaningful and integral part of the narrative? A lot of their challenges are similar to the ones we grapple with as game designers when trying to make games that include traditional authored narratives. How has the relationship between music and storytelling in avant-garde musical theatre shifted over time to deal with this? We'll look at some parallels between contemporary games and musicals, and see how game designers and musical theatre writers might learn from each other.

Speakers
avatar for Mike Lazer-Walker

Mike Lazer-Walker

Mike is a game designer, artist, programmer, and general creator of weird things on the Internet. In the past, he's worked on games and apps such as Words With Friends and Timehop. He has a background in directing and composing for the musical theatre, including having studied with NYU's Musical Theatre Writing program. He's currently based in New York, where he ferments things in his spare time.


Friday February 13, 2015 3:30pm - 4:00pm
Bartos Theater First Floor

3:30pm

Unlocking International Markets with Google Play
Google Play offers an open platform for developers to find new players and expand into international markets. Learn about popular games in Asia and emerging markets and how you can take advantage of the growing mobile gaming ecosystem.

Speakers
avatar for Koh Kim

Koh Kim

Head of Business Development, Mobcrush


Friday February 13, 2015 3:30pm - 4:30pm
Fox Amphitheatre First Floor

4:30pm

Hardware, Software, People, Games

Since founding Hide&Seek in 2006, I’ve been thinking about the value of independent public spaces for play. After creating festivals, playtesting events, installations and apps, I’m now thinking about new models for permanent social spaces that act as hubs for play communities, support independent creators, and enable a form of public engagement with contemporary game aesthetics. They’re arcades, kind of - but imagined from the perspective of contemporary technology, culture and business models. In this talk I plan to sketch out what the modern arcade might look like, what it might contain, and what people might do there, and speculate with wild optimism on a future network of arcades that helps address the challenges we face as makers, bridging the gap between our work and a wider community. 

I think it’s incredibly important to have spaces were people can turn up and co-exist in the same room and play together, regardless of their background or preferences. I’ve spent my life making work in cultural spaces like arts centres and galleries and I’ve always been frustrated that game culture was essentially excluded from those spaces. I’m inspired by the example of spaces like Indiecade, Wild Rumpus, Babycastles and the Espace Jeux Videos at Gâité Lyrique, and want to add something - an idea that the technological opportunity created by the Internet of Things enables us to create a new infrastructure for game culture that goes right down through the stack of software, platform, hardware, people and public space. 


Speakers
avatar for Alex Fleetwood

Alex Fleetwood

Alex Fleetwood is a game designer, creative director and entrepreneur.  He founded the award-winning Hide&Seek in 2006, building a studio with a unique reputation across a range of sectors. Hide&Seek was named as one of the Top Ten Game Studios of 2013 by Gamasutra. He is currently working on a new game that is a bit like if somebody tried to cross Jenga and Netrunner, except it's about creation myths & overpopulation.


Friday February 13, 2015 4:30pm - 5:00pm
Bartos Theater First Floor

4:30pm

Initiate Fuckplan: Consent, Intimacy, and the Future of Sex & Games
It turns out that when people get their hands on accessible tools to make games, a lot of them are about sex! Independent designers are exploring all kinds of new directions in sex and games, from motion-sensing BDSM simulators to erotic text adventures about promiscuous deities. Cara Ellison and merritt kopas will consider issues around consent, intimacy, and some possibilities of what's to come in this talk that will draw on their massive, throbbing collective experience in criticism and design at the intersection of sex and digital play. 

Speakers
avatar for Cara Ellison

Cara Ellison

Producer / Writer, The Guardian / Rock Paper Shotgun
Cara Ellison is an itinerant writer, essayist and speaker on games and pop culture. She began writing about games reluctantly two years ago and stayed due to lack of life plans. Recently she has been travelling the world writing gonzo journalism about independent gamemakers pushing the boundaries of the medium for the 'Embed With Games' series, and a book compiling this work is due out in 2015.
avatar for Merritt Kopas

Merritt Kopas

merritt kopas is a Canadian writer and designer whose work investigates the conditions of intimacy in precarious settings. Her first book, Videogames for Humans, is an exploration of contemporary interactive fiction, published by Instar Books in 2015. She is the author of dozens of small digital games, previously ran the games curation site Forest Ambassador, and currently hosts the podcast Woodland Secrets.


Friday February 13, 2015 4:30pm - 5:00pm
Redstone Theater First Floor

4:45pm

Meet the Press: Game Journalists Discuss Indie Games and What it Takes to Get Noticed
A panel of celebrated video game journalists come together for a spirited and passionate discussion (with visuals) of the best indie games of the 2014. Get the inside scoop on how indie game makers can better pitch their games to publications and websites. Learn what they consider to be the best games journalism in 2014 and what trends and games they look forward to in 2015. The session will also preview the upcoming New York Videogame Awards.

Speakers
NC

Nick Capozzoli

Journalist from Gamespot
avatar for Sara Clemens

Sara Clemens

Editor in Chief, Videodame
Sara Clemens is a Brooklyn-based games and entertainment writer. After several years working as a freelancer, she launched Videodame, an online publication featuring personal essays, criticism, poetry, fiction, and artwork about and inspired by videogames, with particular emphasis placed on representing women and other marginalized groups within the gaming industry. Her work can also be found at Unwinnable, The Bygone Bureau, re/Action... Read More →
BG

Ben Gilbert

Journalist from Engadget
CS

Chelsea Stark

Journalist from Mashable


Friday February 13, 2015 4:45pm - 5:45pm
Fox Amphitheatre First Floor

5:30pm

Independent doesn’t have to mean alone: How to build a local indie community from scratch
As independent developers, we often have a tendency toward introversion and seclusion, but our work can suffer for it. An enthusiastic industry community can provide a source of camaraderie, inspiration, feedback, support, and continued education. Learn how the St. Louis game development community was able to grow from just a few members to over 200 in less than three years, ultimately improving both the quality and quantity of games produced by members of the local community.

Speakers
avatar for Carol Mertz

Carol Mertz

Creator and Destroyer of Worlds, Happy Badger Studio
Carol is a partner at indie game company Happy Badger Studio, community leader of the St. Louis Game Developer Co-op, and co-organizer of indie games convention PixelPop Festival. Between making games and hosting game dev events, Carol spends a substantial amount of her time encouraging and helping others to make games that they can be proud of. Because if there are two things she likes to see, it’s good games and happy people.


Friday February 13, 2015 5:30pm - 6:00pm
Bartos Theater First Floor

5:30pm

The Great Game Design Debate
The Great Game Design Debate is an opportunity to hear a series of strong arguments about one of the hottest topics in games, debated with style under the formal rules of order. Moderated by Leigh Alexander, watch debaters Mattie Brice, Naomi Clark, Mohini Dutta, and Nick Fortugno hash out one of the great questions facing games today: is there a difference between a game’s mechanic and its content?

Moderators
avatar for Leigh Alexander

Leigh Alexander

Leigh Alexander is a critic, writer and consultant on the art, business and culture of video games. She has written for Gamasutra, Edge, Kotaku and Polygon, as well as for Time, The Atlantic, The Guardian, the Columbia Journalism Review and many others. She is the author of two ebooks, Breathing Machine and Clipping Through, on tech and identity, and is co-founder of Agency, a design consultancy that helps game developers gain perspective and... Read More →

Speakers
avatar for Mattie Brice

Mattie Brice

Mattie Brice is the code name of a secret agent from the future where cuties terrorize the world by dissolving gender and acting outside of government-approved intimate relations. In order to unravel history and save the future, Mattieassumed the role of a culture critic and game designer, focusing on play, political queerness and illegibility, and social justice advocacy as it relates to games. After three years speaking at industry... Read More →
avatar for Naomi Clarke

Naomi Clarke

Naomi Clark is an independent game designer based in New York City. Over the last two decades she's worked on a wide variety of games including early text-based virtual worlds, educational games on many subjects, game development tools for kids, and digital brick-building systems for LEGO. She also teaches game design at the NYU Game Center, the School of Visual Arts, and the New York Film Academy. Her current projects include a game about... Read More →
avatar for Mohini Freya Dutta

Mohini Freya Dutta

Mohini Dutta loves games, culture, and storytelling. As Narrative Strategist at Antidote Games, she manages to occupy the nebulous intersection between them. Her practice is split between Brooklyn and Mumbai, depending on where the project (or the US immigration department) sends her. Her work straddles art, social design, games (both digital and analog), and design education. | | Mohini Co-Founded Antidote Games, a design consultancy making... Read More →
avatar for Nick Fortugno

Nick Fortugno

Co-Founder and CCO, Playmatics
Nick Fortugno is a game designer and entrepreneur of digital and real-world games based in New York City, and a founder of Playmatics (www.playmatics.com), a game development company. Playmatics has created a variety of digital and real-world games for organization including Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the... Read More →


Friday February 13, 2015 5:30pm - 6:30pm
Redstone Theater First Floor

6:00pm

Let’s Build More Grassroots Game Development Communities
For 2+ years, we’ve supported the growth of a now active community that includes developers, students, and educators, from both sides of the NJ/NYC state border, with growing racial and gender diversity. We regularly host free events with 100+ attendees, have showcased a diverse range of 100+ locally-developed games, and run intro-level workshops with an equal gender split of teachers.

We want everyone to do this in their city, too! It’s not difficult or costly. We share our successes and failures in promoting diversity and inclusiveness. To help you get started, we provide our grassroots community events “starter kit.”

Speakers
avatar for GJ Lee

GJ Lee

Co-director, The Sheep's Meow
GJ Lee is an artist, educator, game designer and developer. She is one third of The Sheep's Meow, an independent game studio and community organization based in the NJ/NYC area. | | Some of her independent work has been shown and played at the Stedelijk Museum 's-Hertogenbosch, IndieCade East, Babycastles Gallery, and more.


Friday February 13, 2015 6:00pm - 6:30pm
Bartos Theater First Floor
 
Saturday, February 14
 

10:30am

PlayStation Exhibit (Sat)
Saturday February 14, 2015 10:30am - 6:00pm
_ Cafe First Floor

10:30am

10:30am

11:00am

Nuclear Dragons: Self-Publishing the Game You Really Want to Make on PlayStation
Original, innovative games have been a constant of PlayStation’s 20-year history, and indies are now carrying that banner forward. Rami Ismail of Vlambeer (Nuclear Throne) and Rich Siegel of Cleaversoft (EarthNight) will join Brian Silva and Nick Suttner of SCEA in conversation about the state of indie game development, and self-publishing on console.

Speakers
avatar for Rami Ismail

Rami Ismail

Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, LUFTRAUSERS, Super Crate Box, GUN GODZ and Serious Sam: The Random Encounter.
avatar for Rich Siegel

Rich Siegel

Rich Siegel runs Cleaversoft and is the lead developer on EarthNight. He's an entrepreneur and video game junkie. After finding success with his first business he decided to follow his real passion and start making video games. He founded Cleaversoft in 2008 in an apartment right outside of Philadelphia. In Feb 2012 he assembled this awesome team and began the journey that would become EarthNight.
BS

Brian Silva

An 18 year industry veteran, Brian Silva is an Account Executive in the Developer Relations Group and manages the Pub Fund Program at Sony Computer Entertainment of America. Prior to joining Sony, Brian held various positions at industry leaders Electronic Arts, Eidos, and Crystal Dynamics. He has contributed to high profile projects that include the Medal of Honor franchise, Road Rash, Soul Reaver, and Gex.
NS

Nick Suttner

Bearded indie champion Nick Suttner is the Lead Account Manager at Sony Computer Entertainment America, and an unlockable announcer in Johann Sebastian Joust. He lives in San Francisco with his girlfriend, his cat, and some plants and candy bars.


Saturday February 14, 2015 11:00am - 12:00pm
Redstone Theater First Floor

11:00am

Nuclear Dragons: Self-Publishing the Game You Really Want to Make on PlayStation (Streaming)
Original, innovative games have been a constant of PlayStation’s 20-year history, and indies are now carrying that banner forward. Rami Ismail of Vlambeer (Nuclear Throne) and Rich Siegel of Cleaversoft (EarthNight) will join Brian Silva and Nick Suttner of SCEA in conversation about the state of indie game development, and self-publishing on console.

Speakers
avatar for Rami Ismail

Rami Ismail

Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, LUFTRAUSERS, Super Crate Box, GUN GODZ and Serious Sam: The Random Encounter.
avatar for Rich Siegel

Rich Siegel

Rich Siegel runs Cleaversoft and is the lead developer on EarthNight. He's an entrepreneur and video game junkie. After finding success with his first business he decided to follow his real passion and start making video games. He founded Cleaversoft in 2008 in an apartment right outside of Philadelphia. In Feb 2012 he assembled this awesome team and began the journey that would become EarthNight.
BS

Brian Silva

An 18 year industry veteran, Brian Silva is an Account Executive in the Developer Relations Group and manages the Pub Fund Program at Sony Computer Entertainment of America. Prior to joining Sony, Brian held various positions at industry leaders Electronic Arts, Eidos, and Crystal Dynamics. He has contributed to high profile projects that include the Medal of Honor franchise, Road Rash, Soul Reaver, and Gex.
NS

Nick Suttner

Bearded indie champion Nick Suttner is the Lead Account Manager at Sony Computer Entertainment America, and an unlockable announcer in Johann Sebastian Joust. He lives in San Francisco with his girlfriend, his cat, and some plants and candy bars.


Saturday February 14, 2015 11:00am - 12:00pm
Bartos Theater First Floor

11:00am

Show & Tell Session 1 - Threshold, Down the Drain, 8 Bitty Games, Slow Your Roll, PARTICLE MACE, Eat Yourself, Treasure Adventure World, Soulfill, and Quadrapus Sumo
Get a sneak peak and play some great games that Indie developers are currently working on. It's a great opportunity to give your feedback on unreleased games and prototypes, talk with developers, and to help shape tomorrow's games.

This session will be showing: Threshold, Down the Drain, 8 Bitty Games, Slow Your Roll, PARTICLE MACE, Eat Yourself, Treasure Adventure World, Soulfill, and Quadrapus Sumo 

Saturday February 14, 2015 11:00am - 1:00pm
Show & Tell Area First Floor, Digital Learning Suite

11:00am

eSports Showcase: Extreme Exorcism
In Extreme Exorcism you take on the role of Mae Barrons, the small medium at large, as she rids a haunted house full of evil spirits. At your disposal are a huge arsenal of weapons from swords to guns to rocket launchers and everything in between. With your supernatural powers, you can destroy any ghost you come across. The only problem is that ghosts copy what they see.

Each round adds a ghost that copies exactly what Mae did the round previous. The craziness grows until the player is overwhelmed and their past selves get the better of them. In Deathmatch, 2 to 4 players fight to the death in a king of the hill style battle. The winner of each round is rewarded with a ghost that fights on their side for the rest of the match. Only the best medium will survive!

Saturday February 14, 2015 11:00am - 1:30pm
Mezzanine Amphitheatre Second Floor

11:00am

Registration (Sat)
Saturday February 14, 2015 11:00am - 6:00pm
_ Lobby First Floor

12:15pm

Tips from the Metaverse: Building VR Experiences with Motion Control
Interaction design engineer Daniel Plemmons will discuss discoveries made and best practices developed at Leap Motion while building Virtual Reality experiences with the Oculus Rift and the Leap Motion Controller. The talk will focus on challenges and solutions around designing and building useable, compelling interfaces to power next-gen VR games.

Speakers
DP

Daniel Plemmons

Daniel Plemmons is an interaction design engineer whose code hinges at the frontier of next-gen 3D Motion Control. In addition to creating experiences for Virtual Reality, front end development, and independent games of all stripes, Daniel specializes in building tangible interfaces and installations in public spaces. You can tweet at Daniel @randomoutput.


Saturday February 14, 2015 12:15pm - 1:15pm
Fox Amphitheatre First Floor

12:30pm

Curating for Diversity: Works, Spaces and People
As evidenced by the past year’s events, diversity is one of the most urgent concerns for our community, and the one remaining frontier that we must collectively tackle to have real and lasting impact. The indie community, while inviting and welcoming to diverse voices, still has a long way to go in terms of representation. This talk, given by one of IndieCade’s founders, will talk about a variety of principles and techniques for amplifying diversity through thoughtful curation of works, spaces, and people. Many of these techniques are less-obvious “second order” strategies which, rather than focusing directly on a diverse group, embrace the communities and practices to which these groups already belong. These initiatives also serve to broaden new horizons for existing community members, creating benefit for all. For organizers of festivals, conferences, exhibition venues, co-working spaces, and educational programs, this talk will present concrete and actionable methods that can be used to diversify your community.

Speakers
avatar for Celia Pearce

Celia Pearce

Celia Pearce is co-founder and Festival Chair for IndieCade, and considered a leader in the area of gender and games. She was co-founder of Ludica, a woman’s game collective, which has written several influential papers on the topic of women in games. She is also the co-curator of XYZ: Alternative Voices in Game Design, the first-ever exhibition devoted to the contribution of women to game development. She also has a “day gig&rdquo... Read More →


Saturday February 14, 2015 12:30pm - 1:00pm
Redstone Theater First Floor

12:30pm

Your games as you grow
As a person, you grow. Physically, mentally, obvious, and subtle, you are not the person you were 15 years ago, 15 weeks ago, or even 15 minutes ago. Your changes are reflected in the way you dress, talk,
eat, and in the games that you create.

That game you made so long ago may not be the game you would make today, or incorporate the same messages that you once held dear to your heart. This talk aims to explore how our creations change with us, grow with us, and tell us more about ourselves that we may even know.

Speakers
avatar for Shawn Pierre

Shawn Pierre

Shawn Pierre is a game developer from Philadelphia, taking things one step at a time.


Saturday February 14, 2015 12:30pm - 1:00pm
Bartos Theater First Floor

1:00pm

Blowing Down that Road
From AAA to indie - to indie-er. Johnnemann discusses the challenges of moving to a team of one and trying to make something for himself, as well as talk of the narrative structure and ambitions of Where the Water Tastes Like Wine, his new game.

Speakers
avatar for Johnnemann Nordhagen

Johnnemann Nordhagen

Johnnemann is a 12-year veteran of the game industry. He has worked as a QA tester, in SCEA’s Research and Development department, and on the Bioshock series at 2K Marin. He was a co-founder of The Fullbright Company and the sole programmer on _Gone Home_. He is currently working on _Where the Water Tastes Like Wine_ at his new company, Dim Bulb Games, and has also founded Gamenest, a community space for indies in the San Francisco area.


Saturday February 14, 2015 1:00pm - 1:30pm
Bartos Theater First Floor

1:00pm

Who Gets to Play? The leisure gap and its meaning for games
Boys 8-18 spend nearly an hour more each day playing video games than girls do, according to a recent study. While this kind of pattern is usually attributed to preference – that boys simply like games more than girls do – the difference may be that boys simply have more time to spend playing. In this talk we will look at some recent research on leisure time and consider its implications for the game making community.

Speakers
avatar for Margaret Moser

Margaret Moser

Margaret Moser is an Assistant Professor in the Interactive Media and Games Division at the USC School of Cinematic Arts, where she lectures on game design, digital prototyping, innovative mobile experiences, and experimental interfaces. She holds an MFA in Design and Technology from Parsons.


Saturday February 14, 2015 1:00pm - 1:30pm
Redstone Theater First Floor

1:30pm

Designing Real-World Games
The design of street, physical, and real-world games is a development field that has rarely be analyzed or studied. In this workshop, three veteran street game designers – Kaho Abe, Shawn Pierre, and Nick Fortugno – talk their physical games work and about the design inspiration and processes for these projects. By analyzing the development process for games including the Indiecade featured Hit Me! (Abe), Henka Twist Caper (Pierre), and Kill Him and You Will Be Famous (Fortugno), the designers will present a framework of core principles for real-world games design, considering the use of core mechanics, visual design, and use of technology.

Speakers
NF

Nick Fortugno

Nick Fortugno is a game designer and entrepreneur of digital and real-world games based in New York City, and a founder of Playmatics, a game development company. Playmatics has created a variety of digital and real-world games for organization including the iOS game Red Bull Focus, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and... Read More →
avatar for Shawn Pierre

Shawn Pierre

Shawn Pierre is a game developer from Philadelphia, taking things one step at a time.


Saturday February 14, 2015 1:30pm - 2:30pm
Fox Amphitheatre First Floor

1:30pm

Show & Tell Session 2 - Dukes & Dirigibles, Skyhook, Synthesis, Super Cucumber, Sportball, Wizards Inc., Hue, Knee Deep, & Judgement
Get a sneak peak and play some great games that Indie developers are currently working on. It's a great opportunity to give your feedback on unreleased games and prototypes, talk with developers, and to help shape tomorrow's games.

This session will be showing: Dukes & Dirigibles, Skyhook, Synthesis, Super Cucumber, Sportball, Wizards Inc., Hue, Knee Deep, & Judgement

Saturday February 14, 2015 1:30pm - 3:30pm
Show & Tell Area First Floor, Digital Learning Suite

1:30pm

eSports Showcase: Boru mo
Boru mo is a two- to four-player local, competitive platformer with a unique and vibrant art style and simple mechanics. Jump, dodge and bounce your way to victory. Each world presents a different gameplay twist as you try to squash your opponents into the ground. Don&#039;t forget to pick up some item buddies to help you along the way. Bring some friends, visit some weird planets and party on in the colorful world of Boru mo.

Saturday February 14, 2015 1:30pm - 4:00pm
Mezzanine Amphitheatre Second Floor

2:45pm

Introduction to Mobile VR Development
Mobile VR is finally here and while the audience base will take a couple years to grow, the opportunity is similar to when the iPhone app store first launched.  What is mobile VR vs.Virtual Reality in general?  How do you best take advantage of this potentially huge market opportunity? From top down, high-level recommendations and learnings to low-level specific lessons learned, this workshop will give provide the context you need to decide whether mobile VR development is right for you. 

Speakers

Saturday February 14, 2015 2:45pm - 3:45pm
Fox Amphitheatre First Floor

3:00pm

Bridging the Gender Gap for Future Young Game Makers
This session will talk about our Future Young Game Makers: exploring the gender gap and how to inspire both respect and creativity in the new generation of game makers. What can we hope to achieve and how how you help to get us there?  

Speakers
avatar for Stacey Mulcahy

Stacey Mulcahy

Senior Technical Evangelist, Microsoft
Stacey Mulcahy is a technical evangelist with Microsoft. Prior, she was the Lead Developer working with a variety of technologies at Big Spaceship, a digital agency based out of Brooklyn, NY. She volunteers with Code Liberation ( www.codeliberation.org), an organization of women that teach women how to make games. She founded Young Game Makers ( www.younggamemakers.com), an initiative to organize members of the indie games community to teach kids... Read More →


Saturday February 14, 2015 3:00pm - 3:30pm
Redstone Theater First Floor

3:00pm

Skin Deep: Indigenous People and Games
Taking a look at Indigenous representations in media, and how to change them for the better.

Speakers
avatar for Manuel Marcano

Manuel Marcano

Manuel Marcano, known to various tribes as "Hurakan", is a native New Yorker with a strong affinity for RPGs and Horror games. He is hard at work on Treachery in Beatdown City along with a few RPG unannounced projects.


Saturday February 14, 2015 3:00pm - 3:30pm
Bartos Theater First Floor

3:30pm

Designing Dangerously: Strategies for Serious Intimacy
How can we better understand and prepare generations of non-dominant game designers to create games with purpose; ones that open spaces for new creators to engage and develop? Pulling from our experiences teaching game design and digital literacy in the US and abroad, this interactive workshop will introduce participants to some of the tools and techniques we’ve used to help students create dangerously; to see their play and work as necessary acts with the potential to carve out new representational spaces for diversity in making and digital authorship. 

Speakers
avatar for Christian Howard

Christian Howard

Narrative Designer, Hidden Level Games
CHRISTIAN HOWARD is a creative strategist, narrative designer and educator based in New York City.
avatar for Christopher C. Moody

Christopher C. Moody

CHRISTOPHER C. MOODY is a New Jersey based engineer and game designer. Raised alongside the likes of Link, Megaman and Final Fantasy, Chris' passion for video games is driven by a deep loyalty to classic two-dimensional archetypes. Chris is currently Co-Founder and Chief Architect of Hidden Level Games, the studio that developed Beta, an immersive platformer that straddles the line between player and developer by allowing plaers to alter the game... Read More →


Saturday February 14, 2015 3:30pm - 4:00pm
Redstone Theater First Floor

3:30pm

Post-Colonial Games
Modern games have for decades flavored their gameplay with colonial narratives of subjugation and conquest, typically casting players as empires or soldiers tasking with defeating their opponents. Games that offer alternative protagonists and perspectives constitute a rare but growing phenomenon. In this talk, I will argue that these new post-colonial games offer crucial critiques of mainstream discourse as well as the hegemonic games industry. For the purposes of contextualization, I will provide a brief overview of mainstream games and the economic and mechanical reasoning behind their choices for thematic setting. I will then examine the works of two companies, Molleindustria and Subaltern Games, and how they satirize existing game systems to create new means of post-colonial expression. I will also pay special attention to the inherent elitism of games as a medium that requires technical expertise, large budgets, and long development cycles. I will conclude by comparing Molleindustria's and Subaltern Games' works with that of post-colonial games created by non-white developers, highlighting their smaller scope and audience as well as their tendency to create entirely new forms of storytelling rather than parodying existing formulas.

Speakers
avatar for Seth Alter

Seth Alter

Seth Alter is the Captain of Industry of Subaltern Games. He used to be a middle school special ed math teacher and, following the Late Bronze Age Collapse, quit that job because he felt he good teach more effectively through games. His first game, Neocolonialism, is a Marxist strategy game in which you try to extract as much wealth from the world as possible. His second game, No Pineapple Left Behind, is a charter school management simulator. He... Read More →


Saturday February 14, 2015 3:30pm - 4:00pm
Bartos Theater First Floor

4:00pm

Self-Publishing with Nintendo
Interested in developing for Wii U? Curious about Nintendo 3DS? The Nintendo Licensing team will discuss hardware momentum, marketing opportunities, development tools and best-practice processes to help bring your creative vision to reality through the Nintendo eShop.

Speakers
DB

Damon Baker

Senior Marketing Manager, Licensing


Saturday February 14, 2015 4:00pm - 5:00pm
Fox Amphitheatre First Floor

4:00pm

Show & Tell Session 3 - EXPOSURE, Thumper, Antipole DX, Blood Alloy: Reborn, Extreme Exorcism, Mister Mart, Candy Crusher, A Good Snowman Is Hard To Build, & Höme Improvisåtion
Get a sneak peak and play some great games that Indie developers are currently working on. It's a great opportunity to give your feedback on unreleased games and prototypes, talk with developers, and to help shape tomorrow's games.

This session will be showing: EXPOSURE, Thumper, Antipole DX, Blood Alloy: Reborn, Extreme Exorcism, Mister Mart, Candy Crusher, A Good Snowman Is Hard To Build, & Höme Improvisåtion

Saturday February 14, 2015 4:00pm - 6:00pm
Show & Tell Area First Floor, Digital Learning Suite

4:00pm

eSports Showcase: ClusterPuck 99
From Quidditch to Thunderdome, souped-up versions of sports have captured our imagination. ClusterPuck 99 is in that vein: a soccer-style game where puck-shaped players run amok on a field attempting to score a ball into the goal—except traps and obstacles along the way complicate the action. Part of the fun—and agony—is watching as players break away toward the goal, only to get taken out by a mine at the last second. Play together as a squad or divide efforts into rival factions: either way, the game is a chaotic, riotous competition that will leave you cheering in unison.

Saturday February 14, 2015 4:00pm - 6:30pm
Mezzanine Amphitheatre Second Floor

4:30pm

Connections to the Community: Developing Partnerships with Public Libraries
Public libraries are an organization offering a connection point for communities that does not have an underlying commercial agenda. Public libraries create a space where immigrants, entrepreneurs, homeschooling parents, senior citizens and other members of a community can come together to explore topics and activities of interest.

In the last few years, there has been a growing interest in both recreational games and maker spaces in libraries. These two interests come together around indie game design. Public libraries are places for community members to explore game design and find people to share their game ideas with. This has created a stage where indie game designers can reach out to partner with local public libraries to run workshops and engage with community members for ideation and playtesting.

Attendees of this talk will first learn about how public libraries have incorporated games, maker spaces and game design, will learn what types of partnerships are feasible with public libraries and then how to go about developing those partnerships.

Speakers
avatar for Scott Nicholson

Scott Nicholson

Associate Professor, Syracuse University School of Information Studies
Dr. Scott Nicholson is an Associate Professor at Syracuse University’s School of Information Studies and the Director of the Because Play Matters game lab. His areas of interest include meaningful gamification and the creation of transformative games for informal learning and training through participatory design. Dr. Nicholson is a published board game designer, wrote the book Everyone Plays at the Library, and was the host of the Web video... Read More →


Saturday February 14, 2015 4:30pm - 5:00pm
Redstone Theater First Floor

4:30pm

We Are Drugs: on New Indie Game Dev Tools for Psychedelic Hologram Futures
I'm going to talk about tools for various aspects of game development and briefly demonstrate use of each tool. What problems do these tools solve, what kinds of games become easier to make? How do these tools fit together? What larger principles about game dev tools can we learn from them?

Tools I'm planning to discuss, so far:
- How To Be a Great Artist, glitch aesthetic and machine collaboration
- Quixel Suite (NDO/DDO), photorealism and physically-based shading made simple
- Stealth Affordance Analysis Tool, a research project that can assess how hard a stealth level is
- 3DCoat, new paradigms for 3D modeling, polypushing is dead
- World Machine, generate cosmetic landscapes, erosion models
- Inform 7, alternate syntaxes for code and skein tool
- Babble / Mural, my own tool prototypes... remember, you can use any existing tool to make a new tool!

Speakers
avatar for Robert Yang

Robert Yang

Robert Yang is an indie game developer, academic, and writer, based in New York City. He regularly teaches game development and design within NYU Game Center at New York University, IDM at NYU Poly School of Engineering, and MFADT at Parsons the New School for Design.


Saturday February 14, 2015 4:30pm - 5:00pm
Bartos Theater First Floor

5:30pm

Playing a Story: How narrative and gameplay can become one and the same
Story-telling and gameplay have for the longest time time been seen as two separate entities. The narrative has been viewed as a superfluous part of little, or even no, importance to the actual play experience. However, in more recent years the idea that narrative emerge through play has taken hold and transformed how we craft and experience storytelling in games. This talk will go through the basics of what a video game narrative is and then discuss where the future lies and how we will get there.

Speakers
avatar for Thomas Grip

Thomas Grip

Thomas Grip has been an indie horror developer for over 15 years. He co-founded the independent studio Frictional Games in 2007, which has since developed the Penumbra and Amnesia series; games that have had a major influence on the horror genre. His primary roles in these projects has been as a designer, art director and programmer. While the games he has been involved in is mostly known for their scariness, they have all also had a strong focus... Read More →


Saturday February 14, 2015 5:30pm - 6:30pm
Redstone Theater First Floor

5:30pm

Playing a Story: How narrative and gameplay can become one and the same (streaming)
Speakers
avatar for Thomas Grip

Thomas Grip

Thomas Grip has been an indie horror developer for over 15 years. He co-founded the independent studio Frictional Games in 2007, which has since developed the Penumbra and Amnesia series; games that have had a major influence on the horror genre. His primary roles in these projects has been as a designer, art director and programmer. While the games he has been involved in is mostly known for their scariness, they have all also had a strong focus... Read More →


Saturday February 14, 2015 5:30pm - 6:30pm
Bartos Theater First Floor

7:00pm

eSports Night Game: N++ Races
N++ is a platformer which combines old-school challenge with modern flair and a unique sense of style. It is the final and definitive iteration of the series that helped usher in the modern era of hardcore running and jumping.

Players control an acrobatic ninja who must evade a slew of inadvertently homicidal enemy robots and collect gold in a minimalist, sci-fi world.

You know, traditional ninja stuff.

Saturday February 14, 2015 7:00pm - 10:00pm
Mezzanine Amphitheatre Second Floor

7:00pm

Night Games
Night Games transforms IndieCade East and the Museum of the Moving Image into a giant beeping, sweating playful party.  With social, physical, performative and persistent games filling the halls, Night Games is an event to be played, watched and enjoyed all at the same time.Night Games will include everything from giant projected video games to light physical games to improvisational theater games.  Night Games combines party and arcade into one evening of play.

Games:
Coffee: A Misunderstanding
Karaoke Combat
Stranger Danger 
Scattershot
Light Fight
Corporate Vandals
Henka Twist Caper
The Lost Treasure of M.O.W.
Ninja Fall
Under the Hood
Hot Mess
Climber Beta 

Saturday February 14, 2015 7:00pm - 10:00pm
_ Lobby First Floor
 
Sunday, February 15
 

10:30am

10:30am

10:30am

PlayStation Exhibit (Sun)
Sunday February 15, 2015 10:30am - 7:00pm
_ Cafe First Floor

11:00am

Love & Rejection & Brunch
Join the curators Sunday morning for a critical look at the games of Indiecade East's 2015 "Love & Rejection" and "Horizons" exhibits. We'll explore the narrative of the exhibit and examine how these games leverage the power of the medium to model and create human experiences. With Jason Eppink, Celia Pearce, Toni Pizza, and Jamey C. Shafer.

*Brunch not actually served

Speakers
avatar for Jason Eppink

Jason Eppink

Curator of Digital Media, Museum of the Moving Image
Jason Eppink is the Curator of Digital Media at Museum of the Moving Image in New York City.
avatar for Celia Pearce

Celia Pearce

Celia Pearce is co-founder and Festival Chair for IndieCade, and considered a leader in the area of gender and games. She was co-founder of Ludica, a woman’s game collective, which has written several influential papers on the topic of women in games. She is also the co-curator of XYZ: Alternative Voices in Game Design, the first-ever exhibition devoted to the contribution of women to game development. She also has a “day gig&rdquo... Read More →
avatar for Toni Pizza

Toni Pizza

Toni Pizza is a recent graduate of the NYU Game Center’s MFA program. She’s a game designer, educator, and community organizer interested in the intersection of games, play, community, and representation. Over the past two years she has helped organize the Different Games Conference and the Lost Levels Unconference. Her most recent playful projects include Sunburn!, part of the inagural NYU Game Center Incubator, and Little... Read More →
avatar for Jamey C. Shafer

Jamey C. Shafer

IndieCade East Festival Chair
Jamey C. Shafer is "somebody who is obsessed by making." A filmmaker and game designer, he works primarily in transmedia with an emphasis on storytelling and live events. His games have twice been featured at IndieCade. He was previously the executive director of the not-for-profit MoPicTive, a digital storytelling community that originated as the NYC Final Cut Pro Users’ Group. Jamey also causes scenes of chaos and joy, staging elaborate... Read More →


Sunday February 15, 2015 11:00am - 12:00pm
Redstone Theater First Floor

11:00am

Academic Game Programs Panel
Leaders from the nation's top academic games program discuss the phenomenal impact games programs are making across the games industry. Are game degrees necessary? What unique benefits and opportunities do they provide? What's the future for academic degrees in games? Here's your opportunity to ask the experts what it takes to get into these programs and what kinds of advantages they provide. 

Moderators
Speakers
RC

Ramiro Corbetta

Department Head of Digital Game Design and Development at Long Island University.
avatar for Nick Fortugno

Nick Fortugno

Co-Founder and CCO, Playmatics
Nick Fortugno is a game designer and entrepreneur of digital and real-world games based in New York City, and a founder of Playmatics (www.playmatics.com), a game development company. Playmatics has created a variety of digital and real-world games for organization including Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the... Read More →
SG

Sari Gilbert

Sari Gilbert is a professor in the Interactive and Game Design department at the Savannah College of Art and Design. She is the author of "Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education," to appear in June with Focal Press. Gilbert’s twenty years of experience in interactive entertainment include designing and producing the top-selling JumpStart titles and serving as a Senior Producer at... Read More →
FL

Frank Lantz

Director of the NYU Game Center.


Sunday February 15, 2015 11:00am - 12:00pm
Fox Amphitheatre First Floor

11:00am

Show & Tell Session 4 - Galactic Nemeses, Smorballu, Choose, Gummy World, Potatoman Seeks the Troof iOS, Knight & Damsel, Match City, FORCE, & Headmaster
Get a sneak peak and play some great games that Indie developers are currently working on. It's a great opportunity to give your feedback on unreleased games and prototypes, talk with developers, and to help shape tomorrow's games.

This session will be showing: Galactic Nemeses, Smorballu, Choose, Gummy World, Potatoman Seeks the Troof iOS, Knight & Damsel, Match City, FORCE, & Headmaster

Sunday February 15, 2015 11:00am - 1:00pm
Show & Tell Area First Floor, Digital Learning Suite

11:00am

Registration (Sun)
Sunday February 15, 2015 11:00am - 6:00pm
_ Lobby First Floor

12:00pm

eSports Speedrun: Shovel Knight Any% by BustaWuff
Sunday February 15, 2015 12:00pm - 2:00pm
Mezzanine Amphitheatre Second Floor

12:15pm

IndieHack: Making Facebook Work for You
This workshop reveals how successful indies use Facebook to build communities, amplify their voices, and help their players start conversations. Whether your game is web, mobile, or Steam - your studio small, larger, or in-between - Facebook has tools that can help games get noticed. Learn about easy backend solutions, develop skills for supporting player–driven communities, pick up tricks for not overspending on ads, and get started getting your game out there in front of player

Speakers
C

Colin

Colin Creitz is a former indie dev and current partner engineer on Facebook's Games team.


Sunday February 15, 2015 12:15pm - 1:15pm
Fox Amphitheatre First Floor

12:30pm

Beyond the Scrabble word list: making more inclusive word games
Pick up almost any word game and you'll find that its model of the English language is based almost entirely on an analysis of the frequency of single letters. It's why Z's are worth more (but are less common) in Scrabble, and why the same words always seem to show up over and over again when you're playing Boggle. In this talk, I argue that while this is an intuitive model, it's ultimately unfun—making word games more about rote memorization than, well, building words. I'll talk about research into the various kinds of knowledge that people bring to bear on the task of putting English words together, and advance some ideas about how this knowledge can be incorporated into games and play. The goal: to encourage designers to make word games that are fun for a wider variety of English speakers—regardless of how much of the Scrabble word list they've memorized.

Speakers
avatar for Allison Parish

Allison Parish

Allison Parrish is a computer programmer, poet, game designer and educator based in Brooklyn. She is currently the Digital Creative Writer-in-Residence at Fordham University and an adjunct professor at NYU's Interactive Telecommunication Program. She is the designer of several wordplay-based games of note, including Earl Grey (with Rob Dubbin) and Lexcavator.


Sunday February 15, 2015 12:30pm - 1:00pm
Redstone Theater First Floor

1:00pm

Shut up! Writing Better Dialog With Fewer Words
"Yes, the history of your town square is FASCINATING. Can I get on with my adventure, please?" Sigh. There is no greater sin a narrative-based game can make then lengthy dialog that bores the player. Often this is used as a crutch, papering over cracks in the story or gameplay, but more dialog rarely means better dialog. Over the course of this talk, we hope to show you how some simple changes at the design level can make your game's dialog shorter, punchier and more efficient - all while providing a more fun experience for the player.

Speakers
avatar for Dave Gilbert

Dave Gilbert

Dave has been interested in adventure games ever since 1986, when his mother made the mistake of buying him a copy of Infocom’s Wishbringer. Fifteen years later, he discovered the Adventure Game Studio engine and began making his own. In 2006, he decided that making games was too much fun to do anything else for a living, and formed Wadjet Eye Games to do just that. As of this writing, Wadjet Eye has 13 games on its roster with three more in... Read More →


Sunday February 15, 2015 1:00pm - 1:30pm
Redstone Theater First Floor

1:30pm

Marketing and PR Strategies for Indie Game Devs
Matt Frary from Maverick Public Relations outlines the ins and outs of getting your games noticed as an indie developer.  What are best practices for establishing a digital footprint and getting press attention?  How important are conferences and events?  What are some key strategies for audience acquisition?

Speakers
MF

Matt Frary

PR Director at Maverick Public Relations.


Sunday February 15, 2015 1:30pm - 2:30pm
Fox Amphitheatre First Floor

1:30pm

Show & Tell Session 5 - Too Many Snakes, Mushroom 11, Flappy Joust, Scrap Station Sigma, Moonshot, Imagine a World: A Text Adventure of Giant Imagination, Liege, Foresight Fight, & Pixel Swish
Get a sneak peak and play some great games that Indie developers are currently working on. It's a great opportunity to give your feedback on unreleased games and prototypes, talk with developers, and to help shape tomorrow's games.

This session will be showing: Too Many Snakes, Mushroom 11, Flappy Joust, Scrap Station Sigma, Moonshot, Imagine a World: A Text Adventure of Giant Imagination, Liege, Foresight Fight, & Pixel Swish

Sunday February 15, 2015 1:30pm - 3:30pm
Show & Tell Area First Floor, Digital Learning Suite

2:00pm

Students to Independent Game Studios: The NYU Game Center Incubator
Contemporary independent game development affords radical creative freedom, but requires mastery of myriad disparate skills, making career-sustaining independent development challenging. At the NYU Game Center, we're addressing this challenge by establishing an incubator. The incubator bridges artistic practice with the realities of the marketplace in collaboration with a group of industry partners including Sony Santa Monica, Autodesk, and Indie Fund. What skills should independent game developers focus on, and how can they think strategically about the commercial context of their work without compromising the creative focus that motivates them?

This case study assesses the results of a successful university-created, industry-backed incubator, shares students' perspective on transitioning their game design practice from an art school to a commercial context, and evaluates a curriculum designed to empower independent game development. We hope that sharing our perspective will encourage others to explore the relationship between creative and commercial success.

Speakers
avatar for Dylan McKenzie

Dylan McKenzie

Dylan McKenzie - Dylan McKenzie is a game developer, academic, and community organizer living in New York City. He is a graduate of the Media, Culture, and Communication department at NYU Steinhardt and is currently the Program Coordinator of the NYU Game Center. Dylan seeks to explore the aesthetic depth of games as a medium of expression and self-discovery.


Sunday February 15, 2015 2:00pm - 3:00pm
Bartos Theater First Floor

2:00pm

eSports Tournament: Lethal League
Sunday February 15, 2015 2:00pm - 6:00pm
Mezzanine Amphitheatre Second Floor

2:45pm

Telling The Story: Voice Acting In Games
Good voice acting can make a good game great, and bad voice acting can make a decent game terrible—but both those making games AND those acting in them need to know what to do (and what NOT to do!) to create the best game possible! In this interactive workshop, Melanie will lead you through the video game voiceover production process, where you will experience first-hand the process of finding voice actors, deciding who is right for the role, and giving the best voice acting performance possible. The workshop will include an interactive mock video game audition session, where you can see all of these things put into practice right in front of you. Melanie brings a unique perspective as both a professional actress and casting director, making this workshop equally useful for those who would like to include voice acting in their games, those who would like to do the voice acting themselves, and those who are just curious about how it all works.


Speakers
avatar for Melanie Ehrlich

Melanie Ehrlich

CEO, Listen to Melanie
Melanie Ehrlich is an actor whose 200+ voiceover credits include Vella Wilde, the lead female protagonist in the highly-anticipated indie RPG YIIK, which has been featured on Kotaku, PCGamer, Engadget, IGN, and Sony's official Playstation blog. She has worked on RPGs, mobile apps, educational games and more, including Kognito Interactive's At-Risk series, upcoming rhythm game Slam Fighter II, and iShake, which became a Top Ten Downloaded App in... Read More →


Sunday February 15, 2015 2:45pm - 3:45pm
Fox Amphitheatre First Floor

3:00pm

Environmental Storytelling and Real-Life Escape the Room Games
A unique blend of puzzle-solving, teamwork, and creative play, real-life escape-the-room games are exploding all over the US. We'll discuss this emerging phenomenon, as well as the design philosophy of the recently launched "60 Minutes to Escape: Spark of Resistance" in Portland, Oregon, which emphasizes immersion, theatricality, embedded narrative, and other storytelling techniques relevant to games and storytelling of all types.

Speakers
avatar for Laura E. Hall

Laura E. Hall

Co-Founder, Society of the Six
Laura E. Hall is an artist, writer, puzzle-maker, and environmental narrative designer living in Portland, Oregon. She is a co-founder of Portland's first escape the room game company, the award-winning 60 Minutes to Escape, and the author of Katamari Damacy for Boss Fight Books.


Sunday February 15, 2015 3:00pm - 3:30pm
Redstone Theater First Floor

3:00pm

In Mixed Company: Organizing for Inclusivity, Resisting Privilege, and Collaborating Through Power
Graduate students Mariam Asad and Sarah Schoemann will reflect on the experience of organizing the Different Games conference, an annual event on diversity and inclusivity in games. Founded at NYU’s Polytechnic Institute in 2012 and now preparing its third run, the conference is both a specific intervention in the context of the independent game scene as well as a broader critique of normative, masculinist rhetoric in game design and computing culture. One of the first events of its kind, DG seeks to foster conversation about the value of games outside dominant paradigms like technical mastery and formalist design. DG offers an alternative platform for celebrating the personal expression of marginalized people and critiquing structures of oppression .

Schoemann and Asad will discuss the strengths of creating a community event where diversity is viewed not as abstract ideal, but an organizing principle yielding concrete, actionable goals. They’ll offer insight into handling interpersonal and organizational challenges such as prioritizing underrepresented voices among participants both with and without various kinds of privilege. They’ll also pay special attention to the ways that spaces driven by shared values, like Different Games and others, can act as both models and proxies for a re-imagining of the broader culture.

Speakers
avatar for Mariam Asad

Mariam Asad

Mariam Asad is a PhD student in the Digital Media program at Georgia Tech. Her work currently focuses on community engagement, design, and the city. She is interested in the different ways that different Atlanta communities discuss, use, and appropriate technologies to do political work. She explores how technology design can offer opportunities for civic participation, public discourse, and community empowerment.
avatar for Sarah  Schoemann

Sarah Schoemann

Georgia Institute of Technology
Sarah Schoemann is the founder of Different Games Conference and a doctoral student in Digital Media at Georgia Tech. As a researcher, game designer and educational technologist, her work investigates the implications of accessible media and technology tools as vehicles for personal expression and social critique within communities of practice, considering the ways they are in conversation with broader issues of equity and social justice, both... Read More →


Sunday February 15, 2015 3:00pm - 3:30pm
Bartos Theater First Floor

3:30pm

'Alternative Art' - Or: The Answer to the Question, 'Well, Just Go Make Your Own'
the common kneejerk reaction to any sort of vocalization of dissent / displeasure coming from a marginalized voice is the end-all-be-all ultimate tools of silencing artists with things to say: "speak with your art, not your words" or "make your own."

in 2014, we took those phrases to heart and planted the seeds for alternative networks, methods of funding, and ways of distribution. this new wave of "alternative games" has spurned a small, but growing movement of people who are tired of the industry constantly shoving marginalized people to the side.

but how do we make this last, and how do we make it stronger, and how do we avoid the common pitfalls of other creative / tech industries? how do we take this arguably "punk" or "rebel" ideology and build something useful and important out of it? how do we take what we're building and make it a genuine alternative for the industry?

Speakers
avatar for tj thomas

tj thomas

tj thomas is a Black artist from Seattle, focusing on pixel art, game development, music, and activism in games communities. tj is the founder of alpha six productions, the creator of the #indiE3 Project, and the designer / animator of The Joylancer: Legendary Motor Knight, as well as acting as the sub-administrator and community manager of itch.io, a free-to-use independent games market. | | He is a huge proponent of more diversity... Read More →


Sunday February 15, 2015 3:30pm - 4:00pm
Bartos Theater First Floor

3:30pm

Move! Lessons from 10-years of playing in the street
Take a walk through the history of Come Out & Play and some of the most interesting games from the festival. In a discussion between Come Out & Play organizers and several game designers, we'll examine what made the games effective, how they've influenced other street games and even video games. We will draw out interesting game design lessons from the games and even the design of the festival itself.

Come Out & Play has been a key part of the New York game scene for ten years, as well as an inspiration for other festivals trying to deliver engaging new game experiences.

Speakers
avatar for Greg Trefry

Greg Trefry

Greg Trefry co-founded the design studio Gigantic Mechanic to create engaging experiences through real-world, physical and social play. He has made everything from live-action simulations to documentary video games for clients, ranging from museums to amusement parks to TV networks. He serves as director of the real-world game festival, Come Out & Play. Greg teaches at NYU and wrote the book, Casual Game Design: Designing Play for the Gamer... Read More →


Sunday February 15, 2015 3:30pm - 4:00pm
Redstone Theater First Floor

4:00pm

GameSlam
Here's your chance to pitch your game at IndieCade.  In this popular workshop, indie developers are given a microphone, a TV monitor, and 120 seconds to rapid-fire pitch their games. Sign up early at the registration desk to secure your slot .  Open to all registrants.

Moderators
avatar for Juan Gril

Juan Gril

Studio Manager, Joju Games
Joju Games Founder and Studio Manager Juan Gril has more than 18 years of experience developing casual games. Joju Games produces casual games for international clients including Dreamworks, MTV Networks, and Atari. Juan is Advisor for the Smartphone Summit at GDC, co-chair of the IndieXchange program at Indiecade, and judge for the "Sense of Wonder Night" Game Festival at Tokyo Game Show.

Sunday February 15, 2015 4:00pm - 5:00pm
Fox Amphitheatre First Floor

4:00pm

Show & Tell Session 6 - Elephant Jump, OctoBaux, ExistThe Green Army Squad, Feed My Alien, Elbow Room, Brain & Brawn, Bunny Love, & Static Lagoon
Get a sneak peak and play some great games that Indie developers are currently working on. It's a great opportunity to give your feedback on unreleased games and prototypes, talk with developers, and to help shape tomorrow's games.

This session will be showing: Elephant Jump, OctoBaux, ExistThe Green Army Squad, Feed My Alien, Elbow Room, Brain & Brawn, Bunny Love, & Static Lagoon

Sunday February 15, 2015 4:00pm - 6:00pm
Show & Tell Area First Floor, Digital Learning Suite

4:15pm

Digital Gaming Prototyping
Jeremy takes you through the basics of Unity game prototyping in just an hour. If you wish, submit simple ideas or the kinds of games you want to prototype to him a couple of days before the talk at: jeremy@indiecade.com. Focus will be on the nuts and bolts of whipping up a simple game prototype. 


Sunday February 15, 2015 4:15pm - 5:15pm
Bartos Theater First Floor

5:30pm

Diversity in Audience, Diversity in Creators
Playing and making games is not the exclusive domain of a privileged few -- games are for everyone, and anyone should be able to make them. And what we put in our games can literally change our minds, so we’d better get wise to what influences players to be more open minded, care about others, and become better people. In this talk Flanagan reveals techniques and research that show how players relate to pro-social causes, as well as helping designers think about the wide range of players and makers out there as one community.

Speakers
avatar for Mary Flanagan

Mary Flanagan

Mary Flanagan is a leading innovator, artist, educator and designer whose works have included everything from game-inspired art to games that shift people’s thinking about biases and stereotypes. Her interest in playculture and the values embedded in games led to her acclaimed book, Critical Play, with MIT Press, and her recent book, Values at Play in Digital Games with philosopher Helen Nissenbaum is instigating conversations about values on a... Read More →


Sunday February 15, 2015 5:30pm - 6:30pm
Redstone Theater First Floor

5:30pm

Diversity in Audience, Diversity in Creators (streaming)
Speakers
avatar for Mary Flanagan

Mary Flanagan

Mary Flanagan is a leading innovator, artist, educator and designer whose works have included everything from game-inspired art to games that shift people’s thinking about biases and stereotypes. Her interest in playculture and the values embedded in games led to her acclaimed book, Critical Play, with MIT Press, and her recent book, Values at Play in Digital Games with philosopher Helen Nissenbaum is instigating conversations about values on a... Read More →


Sunday February 15, 2015 5:30pm - 6:30pm
Bartos Theater First Floor