//SUNDAY, FEBRUARY 17, 11:30 AM - 7:00 PM
//Show and Tell Lounge
Show and tell is open all day
Come check out what the newest games from the IndieCade community. Game makers will be sharing their games to the general public and they'll be there to talk to you about what inspires them, how they made their game, and listen to your feedback!
Exhibition is open all day
Play IndieCade's Official Selections!! Hands on gameplay with IndieCade's official selections (all day) and meet the game creators who will be on hand with their games. In all there will be more than 20 nominated and award winning games, as well as a chance to get your hands on cutting edge new platforms Sifteo and Oculus VR.
Decathlon runs all day and concludes at 2:30 pm
Ready to show off your old school skillz? Are you better at space-fragging than the rest? Take part in the Spacewar! Decathlon to show your stuff. Ten arcade games from the exhibition, Spacewar!: Video Games Blast Off
will be the field of contest over the course of IndieCade East. Remember: wear your sweatbands, maintain your focus and stay alive. Games include Asteroids (Atari, 1979), Battlezone (Atari, 1980), Computer Space (Nutting Associates, 1971) , Defender (Williams, 1980) , Galaxy Force II (Sega, 1988), Missile Command (Atari, 1980), Space Invaders (Taito, 1978), Space Wars (Cinematronic, 1977), Star Wars (Atari, 1983), Tempest (Atari, 1981), and the championship Spacewar!
//"Let's Play" Indie Games Screening
"Let's Play" Independent Games: Let's Play videos emerged in 2007 as a popular way of sharing gameplay experiences online. Let's Play creators record videos of themselves completing games while narrating the process. For IndieCade East, Mike Sawyer--arguably the inventor of the Let's Play video--will organize a selection of videos chosen by members of the Something Awful Let's Play forum.
//PlayStation Mobile Game Jam
GameJam runs all day and concludes with a screening at 7:00 PM
This is an invitation-only GameJam for participants to create a game and an opportunity for IndieCade East attendees to view the process of live game creation. Though the game developers themselves have been previously assigned to the teams, all IndieCade East pass holders will have the chance to view the jammers as they work on PlayStation Mobile game development from the Digital Learning Suite as well as attend the Live GameJam Feedback Session on Saturday, the 16th and the Game Jam Screenings from 7 - 7:50 pm on Sunday the 17th.
//Bedroom Developments: Making PlayStation Games in Your Underwear
12 Noon - 1:00 PM
PlayStation Mobile is democratizing the publishing ecosystem on consoles, tablets, and smartphones by allowing independent developers to create and sell their games across an array of certified devices, including the PS Vita handheld console. By eliminating the need for special development hardware and creating a simple portal for publishing, it is now easier for smaller teams to create compelling experiences that reach hardcore console gamers. And although the PlayStation Mobile platform has only recently launched, it is already attracting a diverse crowd of gamemakers, including established independent teams like Vlambeer and up-and-coming talent like NuChallenger. Panelists talk about their personal journeys in independent game development, and their experience with PlayStation Mobile..
Presented by Rami Ismail, Shawn Alexander Allen, and Manuel Marcano
Rami Ismail is the business & development guy at Vlambeer, the award-winning Dutch independent studio best known for Super Crate Box
, GUN GODZ
, Ridiculous Fishing
, Yeti Hunter
and many more games. Rami also created presskit()
, a tool that allows indie developers around the world to reach out to press and market their
games. Rami exclusively drinks cane sugar coke.
Shawn Alexander Allen's late dad was a black New York based rocker who dressed as and went by the pseudonym “Dracula”. Shawn was raised by his white English major mom from Farmville, NC who moved to New York and became a gardener/environmental activist/poet/taxi driver/repo person/mother. Somehow this union created a child obsessed with digital games from the time he was a baby who is now creating games under his company, NuChallenger. Shawn’s aim is to make games based around interesting combat interactions that are steeped in dark and humorous takes on themes that are politically and ideologically driven such as gentrification, the war on terror, and humanity’s inevitable self-destruction.
Games that reflect these themes are the future Playstation Mobile game, Treachery in Beatdown City, and "the universe within..." a game that Shawn was a designer and artist on working with 4 talented individuals for the 48 hour Global Game Jam 2012. The game won “Best Overall” at the NYU Game Center.
Manuel “Manny” “Were Jesus” Marcano wants to create the greatest RPGs on the face of the planet. Having learned to read as a young child from playing Dragon Warrior, Manny feels a kinship with the genre at a very deep level. Living in New York, he has worked on games such as The Darkness, Bioshock and Max Payne 3. Manny is the coding brain and
a co-conspirator behind the future Playstation Mobile game Treachery in Beatdown City and a secret project code named “Conqueror.
//GameDesign Workshop: GameU
1:00 - 3:00 PM
The Game Design Workshop is an hour and half session where students will learn the fundamentals of game design by creating small, tabletop games. After a brief introduction to the common characteristics of games, students will form into groups and rapidly prototype a game. At the end there will be testing and feedback of the work.
Presented by Charles Pratt
Charles J. Pratt is a freelance game designer and researcher at NYU's Game Center, where he teaches game studies and game design. In his freelance career he has worked on games for a variety of platforms, from street games to browser games to Kinect games. He interviews other game designers on their craft at Another Castle.
3:00 - 4:00 PM
A unique opportunity to play Renga. Renga is about finding a way home. Attacked and left for dead, our hero must carefully marshal their resources to build a new ship, confront their nemesis and finally return home. Only this hero isn't visible on the screen - it's the entire audience, working collectively to control the action using laser pointers directed at the screen. Turning the traditional hero's journey on its head, Renga asks the question - what if the ultimate reward can only be grasped by many hands? The show combines real-time crowd interaction technology, retro videogame aesthetics and a wry sense of humour to bring the audience together and leave them feeling a deep sense of camaraderie. Renga was awarded with the 2012 IndieCade Game Developer Choice Award.
Presented by WallFour, UK
//Well Played, Session 3
3:00 - 3:30 PM
What makes a game good? or bad? or better? Building on the ETC Press books and journal and the success of last year's sessions, Nick Fortugno will play Cart Life. Cart Life is a retail simulation for windows. This game combines common videogame devices with a mundane setting to examine the life of a street vendor. Cart Life plays with game literacy and expectations to help truly simulate its experience of modern capitalism. Well Played Sessions hosted by Carnegie Mellon's Entertainment Technology Center.
Presented by 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 games including the CableFAX award winning Breaking Bad: The Interrogation, the Corporation of Public Broadcasting educational game HD LAB, and the upcoming iOS games Untouchables: The Mean Streets of Chicago and Shadow Government.
//Well Played, Session 4 (Unmanned)
3:30 - 4:00 PM
What makes a game good? or bad? or better? Building on the ETC Press books and journal and the success of last year's sessions, Naomi Clark will play and discuss Unmanned. Unmanned is an experimental game about a day in the life of a drone pilot. Description from Art Technica: "The game uses a series of short, split-screen vignettes to combine simple mini-games with clickable conversation options, and takes you through the rather safe, humdrum existence of a modern drone pilot. Shaving, driving to work, flirting with your cute co-pilot, and even playing video games with your son are all given equal weight to actually blowing up a suspected insurgent thousands of miles away from a comfortable seat in front of a monitor. The game's short length practically demands multiple playthroughs, with different conversation options leading to significantly different outcomes. The result is a nuanced, wide-ranging look at a soldier's life from a variety of viewpoints."select a game from the festival finalists and play it live to help analyze the experience and open up a discussion with the game designers. The goal is to help develop and define a literacy of games as well as a sense of their value as an experience.
Presented by Naomi Clark
Naomi Clark is a freelance game designer based in New York City who's been making games since the early 90s. She's worked with Gamelab, LEGO, Fresh Planet, and many other brands and companies, producing, designing and writing for games ranging from browser-based MMOs to casual downloadable titles, social and mobile games, and games for new handheld platforms. She's currently working on a new independent project with the Brooklyn Game Ensemble.
//The New York Scene
4:00 - 5:00 PM
New York's indepedent video game development scene is strong and thriving, in fact, there is so much going on that it's hard to know about everything! Asi Burak, Joshua DeBonis, and Colin Snyder discuss the new york games community and the parts that make it up, from Babycastles to Games for Change to street games, and everything in between. Moderated by IndieCade's own Celia Pearce..
Asi Burak, Joshua De Bonis, and Colin Snyder. Moderated by Celia Pearce
Joshua DeBonis designs digital, real-world, and board games. He is the Director of Sortasoft LLC, an indie game studio in Brooklyn NY, where he lives with his wife Amanda. Josh is also co-founder of NYC-Playtest and Brooklyn Game Ensemble. Josh is particularly interested in exploring ways to integrate history with games, procedural generation of game content, and in creating games that provide a deep and meaningful experience in a short play time. He is currently developing Meriwether, an RPG about the Lewis and Clark Expedition, and Killer Queen Arcade, a 12-player RTS platformer arcade cabinet.
Asi Burak is Co-President of Games for Change. In his role there, he leads on the development of programs to raise the quality and reach of social impact games, and co-produces the Annual Games for Change Festival, the largest gaming event in New York. For partners including USAID, The World Bank, American Museum of Natural History, and Pulitzer Prize-winning NYT columnist Nicholas Kristof (“Half the Sky”), he is guiding the investment of $8 million into new game projects.
For his work at G4C, Burak was named one of the “Digital 25: Leaders in Emerging Entertainment” by the Producers Guild of America (PGA) and Variety Magazine.
Before Games for Change, Burak co-founded and led Impact Games, the creators of the acclaimed “PeaceMaker” and “Play the News” gaming platforms (acquired 2010). He is often interviewed by international media, and has been invited to speak at conferences and institutions including TEDxGotham, Harvard Kennedy School, Sundance, Skoll Forum, SXSW, and the US Army War College. He is a faculty member at the School of Visual Arts’ MFA in Design for Social Innovation, and holds a Master of Entertainment Technology from Carnegie Mellon University.
Colin Snyder is a videogame developer, graphic designer, and writer based in New York City. After working in both the production and art departments at Rockstar Games, he joined Babycastles in 2011 as their resident graphic designer and has acted as a producer and director on projects including numerous Babycastles events, the voiceover sessions for Ivan Safrin's Space Cruiser, and the What's in a Game? film project. He created Gameifesto, a forthcoming matchmaking social network for aspiring game developers to meet, congregate and collaborate on videogame projects. He also writes for Vice Magazine's Motherboard, about videogames, game design, industry history, and gaming culture.
Celia Pearce is a veteran game designer, author, researcher, teacher, curator and artist, specializing in multiplayer gaming and virtual worlds, independent, art, and alternative game genres, as well as games and gender. She is currently Associate Professor of Digital Media at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. Her game designs include the award-winning virtual reality attraction Virtual Adventures (for Iwerks and Evans & Sutherland) and the Purple Moon Friendship Adventure Cards for Girls. She has also consulted for clients such as Sony and Walt Disney Imagineering. Her writings include numerous papers on game design and art games, as well as Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (MIT 2009). She is also a co-founder and Festival Chair for IndieCade.
//You Don't Seem Happy! Video Games and the Philosophical Problem of Being a Sore Loser
4:00 - 5:00 PM
We often say that video games are "fun", but in this lively talk I will explain why this is almost entirely mistaken. When we play video games, our expressions are rarely those of happiness or bliss. Instead, we frown, grin, and shout in frustration. So why do we even do it? Why do we play video games even though they make us unhappy? With game examples from QWOP
to Super Hexagon
to Red Dead Redemption
, Jesper Juul will compare the experience of being a sore loser to the experience of reading tragic plays and the shock of watching horror movies.
Presented by Jesper Juul
Jesper Juul is an assistant professor at the New York University Game Center. He has been working with the development of video game theory since the late 1990's. His publications
on video game theory, and A Casual Revolution
on how puzzle games, music games, and the Nintendo Wii brought video games to a new audience. He maintains the blog The Ludologist
on "game research and other important things". His upcoming book The Art of Failure
will be published in February 2013.
//John Sharp Keynote: Spacewar!, Punk Rock and the Indie Dev Scene: A Semi-Secret Quasi-History of Our DIY Roots
5:00 - 6:00 PM
Back in 1961, The Hingham Institute Study Group on Space Warfare kick-started videogames out of the nascent hacker community bubbling up at MIT. Jump forward about 15 years, and DIY crawled out of the punk rock scene. Though it isn’t completely obvious, indie devs are carrying on some of the good (and bad) stuff that led to and sustained Spacewar! and punk rock. Things like building a new kind of experience where there wasn’t anything before; bringing a hacker’s mindset to an industry; and creating a new way to think about making things outside monolithic capitalism – that sort of thing. John Sharp will put on his ex-punk rock art historian indie dev hat and connect these dots (and others) between the first game, the birth of DIY and the indie game scene.
Presented by John Sharp
John Sharp is a designer, art historian and educator. He has been involved in the creation and study of art and design for over twenty years. John is a member of the game design collective Local No. 12, which focuses on games as a research platform. 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, Evaluation and Technology Lab). Additionally, John is a partner in Supercosm, where he focuses on interaction and game design for arts and education clients.
Developing Physical Games: Tools and Tricks for Jumping Off-Screen and into the Wide World
6:00 - 7:00 PM
Major game consoles now have movement sensors, as do most smart phones, and cameras capable of motion detection are everywhere in our daily lives. Taking full advantage of this radical change in input possibilities requires an equally radical shift in game design. Thinking radically is what indies do best, and this panel will show and discuss examples of playful movement-based experiences on a range of platforms.
Featuring Panelists Kaho Abe, Katherine Isbister, and Greg Trefry. Moderated by Yannick LeJacq
Kaho Abe is currently the Artist in Residence at the Game Innovation Lab at NYU-Poly and a Computational Fashion Fellow at Eyebeam Art & Technology Center, for designing and building digital games that are played in the physical world, face to face. Kaho's work is largely focused on improving social and personal experiences through the use of technology, fashion and games. Kaho teaches classes and workshops on designing and building alternative physical game controllers, and co-hosts a monthly playtesting event with Come Out and Play at Eyebeam Art & Technology Center. She holds a MFA in Design & Technology from Parsons the New School for Design.
Katherine Isbister is Associate Professor jointly appointed between Computer Science and Engineering at NYU-Poly, and the NYU Game Center. Isbister is Research Director of the Game Innovation Lab at NYU-Poly, where her work focuses on broadening the social and emotional palette of interaction with technology. Her team builds research games which explore this terrain, with support from Microsoft, Yahoo, Bell Labs, and the National Science Foundation. Isbister's book Game Usability was the first to provide broad methodological guidelines to game developers for conducting player research.
Greg Trefry has wide array of experience designing games—everything from web-based MMOs to hit casual games to alternate reality games. He co-founded the game design studio Gigantic Mechanic to explore the bounds of game design through mobile games that interact with the real-world. He serves as director of the Come Out & Play Festival, a festival of street games in New York City. Greg teaches at New York University and recently wrote the book, Casual Game Design: Designing Play for the Gamer in All of Us
Yannick LeJacq is a technology reporter for the International Business Times and a video game critic for Kill Screen and The Wall Street Journal. His work has been featured in Salon, The Atlantic, and The Huffington Post when he can steal a moment away from the business world to obsess over things like U.S. politics and LGBT issues, and he has spoken on panels at Gotham Media Ventures and this year’s CES. When he’s not ruminating about the latest dancing cat GIFs or technological advances in the realm of cyberdildonics, he can occasionally be found tinkering with old-fashioned analogue systems like books and film cameras.
//Revealing the GameJam Games
7:00 - 8:00 PM
Participating in a GameJam is its own reward, but that didn’t stop us from adding a few prizes of our own! Join our GameJammers as they present the 48-hour games they’ve developed over the course of IndieCade East for Sony Playstation Mobile. Then our judges will reveal which games have been chosen as award winners, including the grand prize of a Sony publishing deal and participation in Sony’s press conference at the Game Developers Conference!