//2012 Conference Co-Chairs
The IndieCade conference has hosted some of the most amazing talks of recent memory, and has become a go-to event for the indie community. It's that yearly event where we all get to take a deep breath, catch up with our peers, show and discuss our work, and recalibrate our expectations and hopes as to what it means to be independent game developers. Somehow, IndieCade is at once cozy and open, comfortable and inspiring in ways that is impossible at most all other game industry events.
Our primary goal in assembling the 2012 conference was to retain the caliber and scope of the sessions. Part of our strategy in doing this was to gather a good mix of experienced and new developers and a number of people outside of the "usual suspects." The conference sessions cover topics such as puzzle design, deep competitive multiplayer games, creative coding, minimalist storytelling, exploratory game design, inspirations from outside games, and much more. We tried our best to integrate the sessions with the rest of the festival, so that we all have the opportunity to see the amazing work this year's finalists have brought to Culver City!
See you in October in sunny L.A.!
Richard Lemarchand, Tracy Fullerton, and John Sharp.
Co-Chairs, IndieCade Conference 2012
Please join us in welcoming our IndieCade Conference Co-Chairs for 2012!
Richard Lemarchand is a game designer, a writer, a public speaker, a consultant and an educator. He is a Visiting Associate Professor in the Interactive Media Division of the School of Cinematic Arts at the University of Southern California, where he teaches game design to graduates and undergraduates, and has begun work on the development of a series of experimental research games.
Between 2004 and 2012, Richard was a Lead Game Designer at Naughty Dog in Santa Monica, California. He led the design of all three games in the Uncharted
series including Uncharted 3: Drake's Deception
, and Uncharted 2: Among Thieves
, winner of ten AIAS Interactive Achievement Awards, five Game Developers Choice Awards, four BAFTAs and over 200 Game of the Year awards.
Richard also worked on Uncharted: Drake's Fortune
, Jak 3
and Jak X: Combat Racing
for Naughty Dog, and helped to create the successful game series Gex
and Soul Reaver
at Crystal Dynamics in the San Francisco Bay Area. He got his game industry start at MicroProse in the UK, where he co-founded the company’s console game division. Richard has made storytelling action games the focus of his career, and he is interested in the way that narrative, aesthetics and gameplay work together to hold a player’s attention and facilitate the expression of their agency.
A passionate advocate of indie and experimental games, Richard has been involved with the IndieCade International Festival of Independent Games for several years. He was the co-chair of the IndieCade Conference in 2010, and is delighted to be co-chairing again in 2012, alongside Tracy Fullerton and John Sharp. He regularly speaks in public on the subjects of game design, development, production, philosophy and culture, and organizes the annual GDC Microtalks, a session which celebrates games and play with short talks by diverse speakers. He is also a faculty member of the GDC Experimental Gameplay Sessions.
Richard grew up in a small town in rural England, dreaming of ancient civilizations and outer space. Perhaps as a result, he has a degree in Physics and Philosophy.
Tracy Fullerton, M.F.A., is an experimental game designer, associate professor and chair of the Interactive Media Division of the USC School of Cinematic Arts, where she directs the Game Innovation Lab. This design research center has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey, a collaboration with artist Bill Viola. Tracy is the author of “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” a design textbook in use at game programs worldwide, and holder of the Electronic Arts Endowed Chair in Interactive Entertainment.
Recent projects include Collegeology, a suite of college preparation games funded by the Department of Education, the Gilbert Foundation and the Gates Foundation; Participation Nation, a history and civics game funded by the Corporation for Public Broadcasting and developed in collaboration with Activision-Blizzard and KCET; and Walden, a simulation of Henry David Thoreau’s experiment at Walden Pond. Prior to entering academia, she was a professional game designer and entrepreneur making games for companies including Microsoft, Sony, MTV, among many others.
Tracy’s work has received numerous honors including an Emmy nomination for interactive television, Indiecade’s “Sublime Experience,” and Time Magazine’s Best of the Web.
John makes a living biting off more than he can chew. Sporting a PhD in Art History, a former career as a DJ, and ongoing work in game scholarship, media design, and game development, John is a proud workaholic. He is the Associate Professor of Games and Learning in the School of Art, Media and Technology at Parsons The New School for Design where he co-directs PETLab (Prototyping, Education and Technology Lab). He also is a member of Local No. 12, a social network game collaboration; a member of The Leisure Society, an artgame collective; and a partner in Supercosm, a digital media consultancy.