IndieCade Europe:
October 30 - 31, 2017
Paris, France

IndieCade Festival Speakers

Please join us in welcoming those that will be speaking at the Panels and Workshops at IndieCade Festival for 2014!

Ashley

Ashley Alicea

Ashley Alicea is a Puerto Rico-based educational game developer who loves anything to do with community and diversity in the games industry. She currently serves as VP of Production at Qlovi, Event Coordinator for IGDA Puerto Rico, and Executive Committee Member for Global Game Jam. Whether she’s working on games or events, her focus lies in promoting inclusivity and fun for all.

Speaking at:

  • Let's Do Something About It: A discussion about Race in Game Development

Shawn Alexander

Shawn Alexander Allen

Shawn Alexander Allen is a game designer, artist and writer, born and raised in New York City. He is currently working on Treachery in Beatdown City, a game that is as subversive of the fighting and RPG genres as it is of gentrification, nationalism, racial stereotyping, and the war on terror. TiBC is the first game being published by his company NuChallenger which he hopes to grow into a creative space to give those with underrepresented voices a place to make games. Previously Shawn worked for almost 5 years in AAA games, the first game he shipped having sold over 25 million copies. Despite that he’s more proud of TiBC and other personal group projects.

Speaking at:

  • Let's Do Something About It: A discussion about Race in Game Development

Roger

Roger Altizer

Roger Altizer is a cofounder of the Entertainment Arts and Engineering program at the University of Utah, the founding director of The Gapp Lab (Therapeutic Games and Apps Lab) and the Director of Digital Medicine for the Center for Medical Innovation. His work ranges from games with a purpose to games education. An advocate of participatory and inductive design, Roger developed a methodology for collaborative ideation known as The Design Box.

Speaking at:

  • Starting a Second-Generation Game Design Program

anna

anna anthropy

anna anthropy is an adult teen witch who makes games about her cats. She maintains the game history archive, annarchive, and is the author of Rise of the Videogame Zinesters and ZZT.

Speaking at:

  • The Secret Histories of Indie Games

Jamie

Jamie Antonisse

Jamie Antonisse [pictured, not the dog] has been calling himself a game designer since 2005. He has spent much of the last nine years creating games that explore the connection between players, game mechanics, and narratives. He is an avid paper prototyper, an underground board game developer, an occasional composer, an artisinal list-maker, a reformed birdwatcher, and a fan of the Oxford comma. He received his MFA from USC's Interactive Media Department, and currently works as the sole game designer for Disney Digital Publishing.

Speaking at:

    Jeff

    Jeff Ashbrook

    When Jeff was growing up it was difficult to decide what to study because he had three great loves: Technology, Mythology and Illustration. He ended up studying computer science, electrical engineering, and game design at the University of Southern California and now runs Adventure Works, a company that specializes in digital media design and production for location-based entertainment installations.

    Speaking at:

    • Virtual Office

    Jeff

    Jeff Ball

    Jeff Ball is an audio designer, composer, and professional violinist residing in Los Angeles, California. Music has been his lifelong passion, and he has been composing video game music since age twelve. After graduating with a music degree from Central Washington University, he has developed a strong place in the industry as a freelancer, contributing violin performances, sound design, and soundtracks to a wide variety of games from indie/mobile to AAA titles. Notable titles include violin performances for Mass Effect 3, Gears of War 3, League of Legends, and composition/arranging/orchestration work for Monkey Island 2: Special Edition, Tiny Barbarian DX, and Timespinner.

    Speaking at:

    • Sound Design and Contracting for Indies

    Tobias

    Tobias Baumann

    Tobias Baumann is an independent game and visual designer from Switzerland. He is now working as Game Director at Noitom where he is exploring the future of video game interaction in virtual reality with the Perception Neuron motion capture system. He likes game jams, rapid iteration, unusual game concepts and abstract designs.

    Speaking at:

    • Perception Neuron: Affordable Motion Capture

    Aevee

    Aevee Bee

    Aevee Bee edits and writes for ZEAL, an online micro zine with art and criticism of overlooked games from exciting new writers and artists. She has been freelancing in the game industry in one way or another for the past six years. After acquiring an MFA in creative nonfiction, she has enjoyed doing nothing at all literary or serious with it. She is famous for an extremely self-indulgent twitter account and contributing to Paste magazine and Kotaku. Her writing focuses on how game systems can be used as tools of craft and form for both narrative and non-narrative works of art, applying creative writing workshop critique to game development and design to develop a vocabulary for how games can convey stories, emotions, and ideas.

    Speaking at:

    • Let's not Make a Scene: The Ups and Downs of Independent Community

    Brian

    Brian Besand

    Speaking at:

      Ian

      Ian Bogost

      Ian Bogost is an author and game designer. He is the Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, Founding Partner at Persuasive Games LLC, and a Contributing Editor at The Atlantic.

      Speaking at:

      • Why ___ Matters

      Sean

      Sean Bouchard

      Sean Bouchard is a game designer and programmer. He's a fan of storytelling, critical thinking, collaboration, and cooperative play. He received a BA in Computer Science from Pomona College and an MFA in Interactive Media from the University of Southern California. He's a founding member of an indie studio called Crater House and works as a game designer at the USC Game Innovation Lab. His work has been featured at the IGF and IndieCade in previous years, and this year he's thrilled to be serving as Activities Co-Chair for the IndieCade Festival.

      Speaking at:

      • Board Game Design and Prototyping

      Mattie

      Mattie Brice

      Mattie Brice is a play and games critic, designer, and activist. She previously wrote at publications like Kotaku, Paste Magazine, and PopMatters about design and social justice within the games industry, and now writes independently. She also designs experimental games like EAT, Mission, and her most notable Mainichi, which was exhibited at the Museum of Design in Atlanta and an Official Selection at IndieCade. Mattie regularly speaks at industry events such as the Game Developers Conference and Different Games, including being the international keynote at Game Connect Asia Pacific and co-founder of the Queerness and Games Conference. She is currently in academia as a working artist and consults on game design and diversity initiatives in the games industry.

      Speaking at:

      • Why ___ Matters
      • Diversity Roundtable

      Brice

      Brice Brice

      Speaking at:

      • Marketing Workshop

      Peter

      Peter Brinson

      Peter Brinson is an artist and educator living in Los Angeles. He teaches computer programming as a creative practice, and he makes games and films that explore the aesthetics of problem-solving, feature documentary play, and celebrate collective ownership. He has exhibited in numerous venues, including the Museum of Modern Art, Independent Games Festival, Ars Electronica, Slamdance, Indiecade, Yerba Buena Center for the Arts, Games for Change, A Maze Game Festival, The Kitchen, and SIGGRAPH. He has works distributed by the Video Data Bank and Steam, and acquired by the Los Angeles County Museum of Art. Brinson attended the University of North Carolina and the California Institute of the Arts and is an Assistant Professor of Practice at University of Southern California's Interactive Media and Games Division in the School of Cinematic Arts.

      Speaking at:

      • Can We Play with the Past? Games, Narrative, and Historical Context

      Brendon

      Brendon Chung

      Brendon Chung is a designer, artist, and programmer based in Culver City. After years of working in the AAA game industry, he founded Blendo Games, an award-winning independent game studio. Blendo Games has since become known for creating rich worlds and characters in works such as Thirty Flights of Loving, Gravity Bone, Atom Zombie Smasher, and Flotilla. He is currently developing the cyberpunk title Quadrilateral Cowboy.

      Speaking at:

        Christopher

        Christopher Colosi

        Christopher Colosi is a former indie game developer, now leading Gloebit, a digital currency web service providing in-app payment and related solutions to better empower today's indie game developers. Prior to founding Gloebit, Christopher spent 5 years on the cutting edge of virtual goods and micro-transactions managing a $500M+/yr economy, currency exchange, and virtual goods web marketplace for Linden Lab's Second Life virtual world. He joined LL in 2007 through the acquisition of Windward Mark Interactive a video game and graphics software company he co-founded in 2003. WMI revealed its first indie game title, Alliance The Silent War at E3 2006 where it received multiple best of show and honorable mention awards. Christopher earned a B.A. in computer science from Harvard University. He grew up just outside Boston, MA and is currently enjoying the West Coast lifestyle in foggy San Francisco, CA. He is an entrepreneur with dreams of a better and more efficient future.

        Speaking at:

        • In App Purchase Design

        Matthew

        Matthew Conway

        @archgame

        Architecture student by day and video game designer by night, Matt was born in Lincoln, Nebraska and earned his undergraduate degree in architecture from the University of Nebraska, Lincoln. Matt has worked for various architects including MAD and Behnisch and is currently finishing his Masters in Architecture at Harvard's Graduate School of Design, focusing on geometry and computational design. Matt is a computer programmer and DJ, still preferring analog vinyl control when mixing his music digitally. He is one half of the design team working on the game HomeMake.

        As architecture students, both Cory + Matt share extensive experience designing environments and creating digital space. Our architecture has always been influenced by our experiences in the digital environments of video games, now we’d like to reverse this and create a video game that draws on our experiences as architects.

        http://homemakelovesyou.com

        Speaking at:

          Greg

          Greg Costikyan

          Greg Costikyan has designed more than 30 commercially published board, roleplaying, computer, online, social, and mobile games, including five Origins Awards winners; is an inductee into the Adventure Gaming Hall of Fame; and is the recipient of the IGDA's Maverick Award for "tireless promotion of independent games." Currently, he works as senior game designer for Loot Drop. He has something of a reputation as a scholar of games, and The Mit Press published his book, UNCERTAINTY IN GAMES, in 2013. He has lectured on game design at universities including the Copenhagen ITU, Helsinki University of Art & Design, RPI, and SUNY Stonybrook; and his writings are used in game studies course across the globe. In addition to academic publications, he has written on games, game design, and game industry business issues for publications including the Wall Street Journal Interactive, the New York Times, Salon, Game Developer Magazine, and Gamasutra. He founded the NYC chapter of the IGDA, and is the author of four published science fiction novels. His personal website may be found at http://www.costik.com.

          http://www.costik.com

          Speaking at:

          • A Conversation on Indie Economics

          Daphny

          Daphny David

          PR and cheerleader for independent artists and creators, loudmouth writer. probably yelling as you read this

          Speaking at:

          • Why ___ Matters

          Chris

          Chris DeLeon

          Chris DeLeon is a Los Angeles-based developer, speaker, and independent trainer. He specializes in helping people with learning transitions from zero experience up to leading small teams for multi-month original projects.

          DeLeon's professional background includes design work at Electronic Arts, PopCap San Francisco, and Will Wright's R&D company. Non-commercially he has made more than 80 games, hundreds of daily prototypes as the InteractionArtist series, and established game development clubs at Georgia Tech and Carnegie Mellon. Games on which he served as a lead programmer and designer, Topple and Vision by Proxy: Second Edition, have reached millions of players worldwide. Chris speaks at both business and research conferences, and gives talks for student clubs about practical strategies.

          Speaking at:

          • Remake History: Learning Game Design by Example
          • Tips and Advice for Parents of New Game Creators

          Vincent

          Vincent Diamante

          Vincent Diamante is a Los Angeles game developer, currently audio director at thatgamecompany. After years of pontificating in games journalism and as an Interactive Media student at USC, he eventually started putting his money where his mouth was and writing music and sound for video games, starting with the early days of cell phone gaming. His most popular recent work can be found in two games at opposite ends of the gaming spectrum: Lab Zero Games' Skullgirls and thatgamecompany's Flower.

          Speaking at:

          • Sound Design and Contracting for Indies

          Teddy

          Teddy Diefenbach

          Teddy Diefenbach is an independent game maker currently developing Hyper Light Drifter and his solo project Kyoto Wild. He co-founded Los Angeles game collective Glitch City, and previously made The Moonlighters and Shove Pro with Rad Dragon, Kinect toys at Microsoft, and MMOs at Disney. Teddy has a Masters in Interactive Media from the University of Southern California, and a Bachelors in Music & Computers from Columbia University. Prior to that he mostly played JRPGs and ate Chex Mix.

          Speaking at:

          • Collectives and Development Communities: Why its beneficial to start or join one!

          Dajana

          Dajana Dimovska

          Dajana Dimovska is CEO and Producer at KnapNok Games, a game studio in Copenhagen working on social and physical games where players have to communicate, look at and touch each other. Currently she is working on Affordable Space Adventures, a Wii U stealth puzzle game, which is a collaboration between Nifflas Games and KnapNok Games. She is also a co­-founder of the Copenhagen Game Collective, with the agenda of developing and promoting experimental and underground games. Twitter: @DajanaDimovska

          Speaking at:

          • Reports from Indie Outposts

          Mohini

          Mohini Dutta

          Mohini Dutta is a game designer and narrative strategist exploring the liminal space between embodied narratives and play. Her work explores play through the lens of cultural immersion, education, and disruptive spectacle. She is interested in the potential of play across media. Mohini co-founded Antidote Games, and is based out of Brooklyn, NY, but has currently relocated to Mumbai, India.

          Speaking at:

          • Politics in Games: The Creation of Message and Meaning

          Ben

          Ben Esposito

          Ben Esposito is a Los Angeles based game maker currently developing his solo project Donut County with support from Indie Fund. Ben co-founded the Glitch City collective & internet troublemakers Arcane Kids. Ben was previously level designer for The Unfinished Swan and is a contributing designer on Giant Sparrow's next project.

          Speaking at:

          • Collectives and Development Communities: Why its beneficial to start or join one!

          Sam

          Sam Farmer

          Prior to kickstarting the sci-fi noir adventure game, Last Life, Sam was Lead Game Designer for BBC Worldwide where he developed PC games based on several top BBC television series. Sam won IGF awards at GDC 2010 for the games Paper Cakes and Spectre.

          Speaking at:

          • Crowdfunding

          Dan

          Dan Fessler

          Dan Fessler is an independent game developer and artist at Tilt Studios having most recently released Spunk and Moxie for iOS, and is presently working on Chasm with Discord Games. Prior to going indie, Dan worked at various mobile/social game giants including Gameloft, Glu Mobile, Zynga. Starting his career primarily as a pixel artist, he quickly climbed the corporate ladder becoming Art Director on Solstice Arena, a MOBA for iPad/Mac/PC.

          Speaking at:

          • Art and Alchemy: Utilizing Tools & Techniques To Become a Wizard of Art

          Bennett

          Bennett Foddy

          Although trained as a moral philosopher, Bennett is known throughout the game world for creations like QWOP and GIRP - irresistible action games that are as notorious for their high levels of frustration as their are for their design ingenuity. Foddy’s work has been exhibited at SFMOMA, cameoed on The Office, and generated tribute projects from fans and fellow game makers alike.Image credit Gerard Vong

          Speaking at:

          • Let's not Make a Scene: The Ups and Downs of Independent Community

          Andy

          Andy Forsberg

          Currently based in LA, Andy serves as the Music Director for game sound and music production company Hexany Audio. As a composer, he has credits on numerous indie games, feature films, TV series, and advertisements spanning clients such as Disney, AMC, and Coke. Forsberg is also an avid educator, contributing to online educational resources such as Scorbit.com, and giving many lectures and talks to students and professionals alike.

          Speaking at:

          • Audio Design

          Jane

          Jane Friedhoff

          Jane Friedhoff is a game designer, creative coder, and programming teacher who loves making games that encourage silly and absurd behaviors in public spaces. She helped found and is a co-teacher at the Code Liberation Foundation, which provides free game design and programming classes for people who identify as women, as part of an initiative to increase the number of women game developers in the industry.

          She graduated with her MFA in Design and Technology from Parsons in 2013. Her games and interactive pieces has been shown at a wide variety of events, including Babycastles, the SMart Media Arts Festival, Different Games, Come Out and Play, Indiecade, GDC, and E3, and her academic work has been published in DiGRA. If a project involves screaming, awkwardness, or dance parties, she’s probably into it.

          You can see her work at janefriedhoff.com.

          http://www.janefriedhoff.com

          Speaking at:

          • Inclusiveness 101: Creating a female-friendly game community, program or event

          Tracy

          Tracy Fullerton

          Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced a number of influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey -- a collaboration with media artist Bill Viola. Tracy is also the author of “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” a design textbook in use at game programs worldwide.

          Speaking at:

          • Can We Play with the Past? Games, Narrative, and Historical Context

          Jeremy

          Jeremy Gibson Bond

          Jeremy Gibson Bond is a lecturer teaching game design and development at the University of Michigan Ann Arbor and an independent game designer/developer. He is the founder of ExNinja Interactive and the author of Introduction to Game Design, Prototyping, and Development, and book on game design and prototyping using Unity that will be released in the summer of 2014.

          From 2009-2013, Jeremy was an Assistant Professor teaching game design for the Interactive Media and Games Division of the University of Southern California's School of Cinematic Arts, which was named the #1 game design school in North America throughout his tenure there. Since 2013, Jeremy has served IndieCade as the Chair for Education and Advancement where he is responsible for the IndieXchange and GameU tracks.

          Jeremy also apparently has the distinction of being the first person to ever teach game design in Costa Rica.

          Speaking at:

          • Basic Unity & C# Programming
          • Introduction to Game Design

          Susan

          Susan Gold

          Susan Gold joined the faculty of Northeastern University in September of 2013 as Professor of the Practice and Associate Director of Games. A veteran and leader of the industry, Susan is responsible for developing new degree curricula and creating key partnerships within the video game industry for the growing interdisciplinary program. Susan is also founder of the Global Game Jam and Global Game Gift. This event is a record-breaking 48-hour game-making event, which is now hosted in over 72 countries around the world. Ms Gold is a skilled facilitator at bridging art, science, technology, industry & academia together for large international audiences. She led the International Game Developers Association (IGDA) Education SIG from 2006-2010, a member of the SIGGRAPH Education Committee from 2003 to present, and she is currently on advisory boards of 6 academic game programs. She has been the Keynote speaker at several international game conferences including ICEC 2009, IVDC 2009, DigiWorld Game Summit 2012, Game Developers Conference (GDC), GDC, China, DiGRA and FDG. She is the recipient of IGDA MVP Award 2008, 2009, the Japanese Computer Industry CEDEC Programming Award 2012.

          Speaking at:

          • Great Game Programs I and II

          Daniel

          Daniel Haaser

          Daniel is an instructor with MakeGamesWithUs, where he teaches mobile game development with Cocos2D and SpriteBuilder. When not writing biographies about himself, Daniel likes to spend his free time photographing things and making electronic music. Before becoming a MakeGamesWithUs instructor, he worked for Sidebolt, a Columbus, Ohio based indie game studio.

          Speaking at:

          • Build Flappy Bird in an Hour!

          Anton

          Anton Hand

          Anton Hand is a game designer, 3d artist, instructor and beard-warrior currently located in Los Angeles, CA. His work with RUST LTD. includes the design and production of videogames, graphics middleware, simulations, language-learning environments, and immersive virtual experiences. His personal research is centered on physically-based rendering (including the Alloy Physical Shader Framework), parametric animation, and the theory of content authoring pipelines.

          Speaking at:

          • Physically Based Rendering For Indies

          Derek

          Derek Hecht

          Derek Hecht is an attorney and law professor at the University of San Diego. As an attorney for the federal government, Derek worked on trademark, trade secret, and patent cases before joining a firm to practice business litigation. Derek has also been published in academic and industry journals on intellectual property and technology issues. Derek has years of experience providing legal and business support to independent game developers, helping indies navigate legal pitfalls and successfully bring their products to market.

          Speaking at:

          • What You Need to Know About Video Game Law

          Chris

          Chris Hecker

          Chris focuses on solving hard problems at the intersection of gameplay, aesthetics, and technology. He is an outspoken advocate for pushing the current boundaries of design and interactivity, in the hope that games will eventually reach their full potential as a medium. To this end he helped organize the Indie Game Jam, the Experimental Gameplay Workshop, and The Depth Jam, and his recent work on Spore centered on using proceduralism and artificial intelligence to enhance player creativity and agency. Chris has been on the advisory board for the Game Developers Conference for many years and is a regular speaker at the GDC, Siggraph, and other conferences. A frequent contributor to Game Developer magazine, Chris was the technical columnist for the magazine for two years and the Editor-at-Large for three, and was on the editorial board of the computer graphics research publication, The Journal of Graphics Tools. He has worked at both ends of the development spectrum, as a one-man indie game developer with his company definition six, inc. and on a hundred-person team at Maxis/Electronic Arts. His professional goal is to help games become the preeminent art and entertainment form of the 21st century. His current project is SpyParty, an indie game about subtle human behavior and deception.

          Speaking at:

          • So, SpyParty, like, WTF?

          Patricia

          Patricia Hernandez

          Patricia Hernandez is San Francisco-based a writer for Kotaku, a site about video games and pop culture.

          Speaking at:

          • Politics in Games: The Creation of Message and Meaning

          Brad

          Brad Hill

          Brad Hill is a software engineer at Intel in the Developer Relations Division, investigating new technologies and sharing that knowledge with software developers via the Intel Developer Zone and developer conferences. He is also the Engineering Director of Student Hackathons, running Code for Good hackathons/gamejams primarily at colleges and universities around the country.

          Speaking at:

          • Rapid Mobile Prototyping with the Intel XDK

          William

          William Huber

          William Huber has written and taught on games, software, art and media for the past decade. Currently a lecturer at Abertay University in Dundee, Scotland, he has held posts at the University of Southern California and UC San Diego. He has written on Japanese game aesthetics, the experience of space in games, and the dynamics of horror games.

          Speaking at:

          • Game Education, Game Futures

          Robin

          Robin Hunicke

          Robin Hunicke is the CEO and Co-Founder of the independent game studio Funomena, located in the heart of downtown San Francisco. A game designer and producer by training, she has a background in fine art, computer science and applied game studies. She has been designing, making and teaching about games for over 12 years.

          Speaking at:

          • Indie Business Models and The Path(s) to Sustainability
          • What's It Like to Work in AAA Compared to Indie

          Rami

          Rami Ismail

          Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Wasteland Kings, Ridiculous Fishing, Super Crate Box, LUFTRAUSERS, GUN GODZ, Serious Sam: The Random Encounter & Radical Fishing.

          Speaking at:

          • Reports from Indie Outposts
          • Business Basics for Indie Game Developers

          Jennell

          Jennell Jaquays

          Back in 1974, Tactical Studies Rules, Inc. published the first edition of Dungeons & Dragons. 40 years and five editions later, we are still feeling the effects of this release. D&D historian Jon Peterson and RPG designer and artist Jennell Jaquays join Sam Roberts in a conversation marking the anniversary.

          Speaking at:

          • D&D Turns 40: A Keynote Conversation on its Impact and Legacy

          Deirdra

          Deirdra Kiai

          Deirdra "Squinky" Kiai is a writer, programmer, musician, and visual artist who creates videogame-like artifacts about gender identity, social awkwardness, and miscellaneous silliness. They are currently completing an MFA in Digital Arts and New Media at UC Santa Cruz.

          Speaking at:

            Raph

            Raph Koster

            Raph Koster is a veteran game designer and creative executive who has worked at Sony Online and Disney Playdom. The lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies, he’s also contributed writing, art, music, and programming to many other titles. In 2012, he was named an Online Game Legend at the Game Developers Conference Online.

            Speaking at:

            • A Conversation on Indie Economics

            Elizabeth

            Elizabeth LaPensée

            Elizabeth LaPensée, Ph.D., addresses Indigenous determination in video games, animation, and web comics. She draws from her Anishinaabe, Métis, and Irish ancestors to inform her art, design, and writing. Her dissertation looks at Survivance (2011), an Indigenous social impact game for healing from historical trauma. She contributed writing and consultation for the transmedia property Animism (2011). She has consulted and written for games such as Andy Schatz's Venture Arctic (2007). She co-designed Connected to the Land: Gathering Native Foods (2014), a suite of touchscreen games for the Oregon Museum of Science and Industry guided by the Hibulb Cultural Center. Currently, she is designing a board game about Northwest Native traditional foods with the Northwest Indian College. Her own work includes web comics and animations such as the web comic "The West Was Lost" (2008), shown at imagineNATIVE 2010, and the experimental animation "The Path Without End" (2011), which premiered at imagineNATIVE 2011. She is passionate about designing Indigenous games in many forms.

            Speaking at:

            • Why ___ Matters

            Richard

            Richard Lemarchand

            Richard Lemarchand is a game designer, an educator, a writer and a consultant. He teaches game design, development and production in the Interactive Media & Games Division of the School of Cinematic Arts at the University of Southern California, and has begun work on a series of experimental games as part of USC’s Game Innovation Lab. From 2004 to 2012, Richard was a Lead Game Designer at Naughty Dog in Santa Monica, where he worked on all three PlayStation 3 games in the Uncharted series. Previously, he helped to create the successful game series Gex, Pandemonium and Soul Reaver at Crystal Dynamics. He organizes and curates the annual GDC Microtalks, and is an advocate for indie, experimental and art games.

            Speaking at:

            • Why ___ Matters

            Will

            Will Lewis

            Will Lewis is a game developer and community organizer for game-related groups in Portland, Oregon. In April of 2011, he founded the Portland Indie Game Squad, bringing together a community of all walks of gamedev to provide events, resources, and professional opportunities to the greater Portland area. He is also a co-founder and co-director of Pixel Arts Game Education, providing games learning, positive peer and adult mentorship, and technology access opportunities to underserved and underrepresented youth in Portland. He often speaks at schools, meetup events, and game conferences on community organizing or games learning and is credited in Cartoon Network's Monsters Ate My Birthday Cake for design.

            Speaking at:

            • Collectives and Development Communities: Why its beneficial to start or join one!

            Kyle

            Kyle Li

            Kyle Li is the program director of BFA Design & Technology at Parsons the New School for Design. He recently helped build two concentrations, Game Design and Creative Technology, into the core BFADT pathway. Kyle's research wraps around the affordance of play. He collaborates with teachers, curriculum designers, and assessment experts to create game-like learning scenarios in his other identity as the lead digital game designer at the Gaming SMALLab in Quest 2 Learn New York. He has won Best In Class: Innovation and People’s choice award at E3 from HASTAC and the White House.

            Speaking at:

            • Great Game Programs I and II

            Viktor

            Viktor Lidholt

            Viktor Lidholt is the creator and lead engineer of SpriteBuilder – an Apportable-sponsored and completely open source toolchain for building cross-platform mobile games and applications. Viktor has been making games since childhood and he started his professional career developing the software for PokerRoom.com, formerly the world’s third largest online poker site. After a few years as an indie game developer, Viktor was recruited to San Francisco by Zynga to build game tools and frameworks. His open source tools have since been used by thousands of game developers and a number of large game studios such as Zynga, OmgPop, Pocket Gems, and Wooga. He earned a Master's degree in Computer Science from Uppsala University in Sweden and has been an appreciated speaker at top universities worldwide, such as MIT, Carnegie Mellon, and UC Berkeley as well as game conferences and meetups.

            Speaking at:

            • Making better 2D games: Spritebuilder Workshop

            Richard

            Richard Ludlow

            Richard Ludlow is the Audio Director at Hexany Audio, a Los Angeles-based sound and music studio developing audio for the next generation of games. Richard oversees both the creative and business aspects at Hexany, and has credits on AAA console, indie, social, and mobile titles with experience as an audio director, sound designer, composer, and audio implementer. Richard is also a graduate of Berklee College of Music, where he studied sound design and composition for games.

            Speaking at:

            • Audio Design

            Colleen

            Colleen Macklin

            @colleenmacklin

            Colleen Macklin is a game designer, an Associate Professor at Parsons The New School for Design and founder and co-director of PETLab, a game research lab that has developed Budgetball, a "fiscal sport", games for disaster preparedness with the American Red Cross, and Re:Activism, a location-based activist game played in NYC, Beijing, Minneapolis, Philadelphia, and Atlanta. Her work has been shown at Come Out and Play, UCLA Art|Sci Center, The Whitney Museum for American Art and Creative Time. She is also a member of Local No. 12, known best for the social card game, the Metagame. http://www.colleenmacklin.com

            http://www.colleenmacklin.com/

            Speaking at:

            • A Conversation with Pendleton Ward and David O'Reilly

            Michael

            Michael Mateas

            @mmateas

            Michael Mateas is Director of the Center for Games and Playable Media. He is an Associate Professor of Computer Science at University of California, Santa Cruz, where he helped launch the Computer Game Design degree, the first of its kind in the UC system. His work explores artificial intelligence-based art and entertainment, forging a new research discipline called Expressive AI. Michael, who holds the MacArthur Endowed Chair, runs the Expressive Intelligence Studio with Noah Wardrip-Fruin. EIS, as it is known, is one of the largest technical game research groups in the world. Current group projects include automated support for game generation, automatic generation of autonomous character conversations, story management, and authoring tools for interactive storytelling. Prior to Santa Cruz, Michael was a faculty member at the Georgia Institute of Technology. With Andrew Stern, he created Façade, an award-winning interactive drama that uses AI techniques to combine rich autonomous characters with interactive plot control, creating the world’s first, fully-produced, real-time, interactive story. Façade is available for free download at http://www.interactivestory.net/. Michael received his BS in Engineering Physics from the University of the Pacific (1989), his MS in Computer Science from Portland State University (1993), and his Ph.D. in Computer Science (2002) from Carnegie Mellon University.

            Speaking at:

            • Great Game Programs I and II

            James

            James Mielke

            James is the acting Creative Director and co-founder of BitSummit, Japan's premier independent game development gathering. Before this he was the editor-in-chief of Electronic Gaming Monthly and 1UP.com, spending over a decade talking about other people’s video games. He eventually decided to skip off to Japan to make games of his own for the next five years, spending time as a producer at Q Entertainment in Tokyo under the mentorship of Tetsuya Mizuguchi (Child of Eden, Lumines), and then at Q-Games in Kyoto, where he worked on the PixelJunk series. He now resides in New York City, living the life of an independent game designer and consultant.

            Speaking at:

            • Reports from Indie Outposts

            Jim

            Jim Munroe

            Jim Munroe is a “pop culture provocateur” according to the Austin Chronicle. Primarily he is an indie culture maker in various mediums: post-Rapture graphic novels, lo-fi sci-fi feature movies, and award-winning videogames. He’s also helped found and run various arts organizations, notably the North American touring circuit The Perpetual Motion Roadshow and The Hand Eye Society, an incorporated videogame culture not-for-profit. He lives in Toronto’s historic Junction neighbourhood.

            Speaking at:

            • From the Basements to the Streets: 5 Years of Videogame Arts Organizing

            Alan

            Alan Noon

            A Game Industry veteran with over 20 years experience in Content Creation, Game Design, and Project Management, Alan Noon has been a part of a wide range of product, from coin op, console, and pc games, to mobile apps and slot machines. As a Developer Relations Technical Artist for Epic Games, Alan travels the globe providing on site support for existing clients as well as evangelizing Unreal 4 to new potential users at a variety of different game industry events. Recent speaking engagements include Gamescom, Game Developers Conference, Gametech, PAX, and Epic’s own Mini Dev Con Tours.

            Speaking at:

            • Introduction to Unreal Engine's Paper2D

            Laine

            Laine Nooney

            Laine Nooney is a cultural historian of video games and computing, as well as a specialist in inclusivity and technology, who travels, writes, researches and speaks internationally on these subjects. Laine is currently writing a corporate and cultural history of the home entertainment software company Sierra On-Line, entitled "Before We Were Gamers: Sierra On-Line and the Archaeology of Video Game History." She is the Editorial Assistant for the Journal of Visual Culture, an advisor to the Softalk Apple Preservation Project, and co-organizor of the first Different Games Conference. At the moment, Laine is a Postdoctoral Research Fellow with the Intel Science and Technology Center for Social Computing in the Department of Media, Culture and Communication, at New York University.

            Speaking at:

            • The Secret Histories of Indie Games

            Ben

            Ben Norskov

            Ben Norskov is a Systems Designer at Antidote Games and an Adjunct Professor at Parsons the New School for Design. Antidote creates games for NGO clients like the Red Cross, American Museum of Natural History, and the Innocence Project that have been played on five continents and multiple game festivals. He has been a speaker at Games for Change, RISD, and proudly Lost Levels 2013. Ben has also taught at Bloomfield College, Long Island University, and coordinates after school game design classes in and around NYC. He'd like to talk to you about the ontology of game design and/or Ultimate Frisbee.

            Speaking at:

            • Politics in Games: The Creation of Message and Meaning

            Dan

            Dan Offner

            Dan Offner has 25 years of experience as a lawyer and entrepreneur. He has been an outside general counsel and deal lawyer for small, medium and large companies in the technology and interactive entertainment industries. He has done hundreds of M&A, incorporations, financings, technology and content deals has and has built and led numerous legal departments and deal teams for domestic and international clients. He is also an active angel investor and board member who appreciates the challenges of being an entrepreneur and a businessman. Dan began his legal career working as a lawyer for his father, Elliot Offner, an artist, sculptor, printmaker and typographer (http://www.elliotoffner.com). He then worked for the outside general counsel’s office for the Teenage Mutant Ninja Turtles and Eric Carle, the author and illustrator of The Very Hungry Caterpillar, before starting his own firm in 1995, Offner & Anderson, P.C., which he built into the largest interactive entertainment law firm in the industry before its acquisition by Nixon Peabody in 2006., In the interactive entertainment industry, Dan represented THQ, Ubisoft, Konami, sciEidos, Sony Computer Entertainment, Warner Music, Gameloft, Emergent Game Technologies and Trion as well as private equity and investors who were active in the videogame space. From 1995 to 2012, Dan did some of the major transactions for his clients such as Ubisoft’s acquisition of Redstorm (the Tom Clancy games) and The Learning Company Entertainment Assets, which included Myst and Prince of Persia, Trion’s deal with the SciFi Channel for a game that was both a tv show and a massively multiplayer online game, and the purchase of Harmonix by the private equity group, Columbus Nova. Following the merger of Offner &Anderson with Nixon Peabody, Dan took up the position of capital partner and Deputy Practice Group Leader of Nixon Peabody’s Venture Practice Group, and then Practice Group Leader of its IP Transactions Group. In 2010, he was recruited by Loeb & Loeb to head Loeb’s interactive entertainment practice. Dan left the partnership there in 2012 to start this law firm, originally Offner & Associates, which became O&A, P.C. (http://www.oandapc.com), an angel investment firm (http://www.blue-heron-ventures.com), and a business development consultancy (http://www.flyingkame.com).

            Speaking at:

              David

              David OReilly

              David OReilly is a filmmaker and artist based in Los Angeles. Creator of the influential short films ‘Please Say Something’ and ‘The External World’, his animation work has garnered over 80 awards including Berlin’s Golden Bear, the Cartoon D’Or and awards at Sundance and the Venice Film Festival. In 2012 he wrote, directed and produced a 3D special for Cartoon Network’s “Adventure Time”, he more recently created fictional video games in Spike Jonze’s Academy Award winning film “Her”.

              Speaking at:

              • A Conversation with Pendleton Ward and David O'Reilly

              Celia

              Celia Pearce

              Celia Pearce is a veteran interactive media designer, researcher and writer and Associate Professor of Digital Media at Georgia Tech. She has produced three published books and numerous papers and book chapters on video game culture and design. She has also curated new media exhibitions, including XYZ: Alternative Voice in Game Design, the first exhibition devoted to celebrating women in game development. She is co-founder of Ludica, a woman’s game collective, and also co-founder and Festival Chair for IndieCade, the international independent games festival and showcase series.

              Speaking at:

              • Inclusiveness 101: Creating a female-friendly game community, program or event

              Greg

              Greg Peng

              Greg first started making video games in college after deciding to work on a fighting game as his freshman year. After interning at Electronic Arts, he joined the games industry as a system designer on God of War: Ghost of Sparta in 2008. His current projects are the action-adventure title The Order: 1886, and his instagram account filled with poorly done latte art and unpublished game prototypes.

              Speaking at:

              • Combat Design in the Detail

              Jon

              Jon Peterson

              Jon Peterson is the author of Playing at the World, a history of wargames and role-playing games. He maintains a blog of the same name, and is a frequent contributor to Gygax magazine. He also wrote the recent corporate history of TSR, "The Ambush at Sheridan Springs."

              Speaking at:

              • D&D Turns 40: A Keynote Conversation on its Impact and Legacy

              Toni

              Toni Pizza

              Toni Pizza is fundamentally unembarrasable organizer and game designer. A recent graduate of the NYU Game Center, she has been involved with running the Different Games and Lost Levels conferences. When she's not running conferences she makes games of all sorts. Most recently she is working on Sunburn, an iOS game about space, existential dread, and cute astronauts. Find her on Twitter @tpizza.

              Speaking at:

              • Let's not Make a Scene: The Ups and Downs of Independent Community

              Cindy

              Cindy Poremba

              Cindy Poremba is a digital media researcher, gamemaker and curator. She is currently a Professor of Game Design in the Faculty of Animation, Arts and Design at Sheridan College Institute of Technology and Advanced Learning. Cindy completed a PhD in interdisciplinary Humanities at Concordia University in Montreal, where she worked in association with the Centre for Technoculture, Art and Games (TAG). She has organized non-traditional exhibitions as an independent curator, including Joue le jeu/Play Along (Paris, FR), XYZ: Alternative Voices in Game Design (Atlanta, USA), and “new arcade” events as a member of the Kokoromi game art collective.

              Speaking at:

              • Gallery Games

              Archie

              Archie Prakash

              Archie Prakash is a computer scientist and 3D artist based out of Los Angeles. He has worked in a technical capacity in multiple industries from AAA games, motion graphics to film VFX. Currently collaborating with Iridium Studios on "There Came An Echo", an innovative voice controlled RTS game featuring Wil Wheaton. Also the co-founder of Glitch City a video game art collective based in Culver City. Spends most of the time thinking about watching cat videos and novel ways of interacting with computers.

              Speaking at:

              • Let's not Make a Scene: The Ups and Downs of Independent Community

              Erin

              Erin Reynolds

              Erin Reynolds is the Creator of the biofeedback-enhanced game Nevermind.She graduated from USC with a BA in Fine Arts in 2006, then worked in the game industry as a Game Designer for several years until returning to USC to explore the potential of positive games, earning her MFA in Interactive Media in 2012. She has diverse experience spanning the past 10 years in developing games within a variety of environments, including as a developer, publisher, academic, and indie. She is passionate about the potential games have to empower, educate, and inspire players of all kinds and to make the world a better, more playful place. To this end, she founded the game studio Flying Mollusk to further pursue these ambitions.

              Speaking at:

              • Crowdfunding

              Greg

              Greg Rice

              Greg Rice is the Senior Publishing Manager of Double Fine Productions as well as the Producer of Broken Age, the studio's record-breaking Kickstarter project. Prior to Double Fine, he worked as an assistant to Seamus Blackley at Creative Artists Agency.

              Speaking at:

              • Indie Business Models and The Path(s) to Sustainability

              Gavin

              Gavin Rich

              Gavin Rich was born and raised in an artsy little Victorian village hidden away in the redwoods of northern California. After taking some sculpture and drawing classes there was a strong pull to interactivity in art. With sculpture it forces the viewer to pace around the piece and view it from all angles but that wasn’t enough. This is when the idea to make games really solidified, absorbing a viewer into a whole world you have created is the ultimate interactive sculpture.Gavin went to art school in San Diego to learn the basics of the craft and sought out any extra input, workshops and lectures he could get his hands on. Since then Gavin has interned at an offshoot of Rockstar, Done contract work on Rockband, and worked on many shipped, but even more unshipped titles at InXile Entertainment. During all of this, helping train those around him and sharing what he has learned, has been a constant theme.

              Speaking at:

              • Great Game Programs I and II

              Sam

              Sam Roberts

              Sam Roberts has worked as a creative director in the entertainment industry for 10 years. He has directed, designed, written, and produced digital and live entertainment and events. For over 5 years, he has organized and directed the IndieCade Festival of Independent Games. He now serves as the Assistant Director of the Interactive Media Division at USC, where he continues to work to promote the medium of games and the next generation of talented gamemakers. This year, he helped design, write, and vocally direct FREEQ, an audio centric smartphone game. He hopes to continue working as a Creative Director on large, collaborative projects, and to continue supporting and creating opportunities for independent artists.

              Speaking at:

                Toni

                Toni Rocca

                Toni Rocca is a firm believer in breaking down barriers in gaming and creating inclusive spaces. As a person of nonbinary gender, her focus tends to revolve around queer issues and creating safer environments to foster creativity and enrich culture around games. She is known mainly for running the LGBTQ themed gaming convention GX (formerly GaymerX) in San Francisco alongside with Matt Conn.

                Speaking at:

                • Let's not Make a Scene: The Ups and Downs of Independent Community

                John

                John Romero

                @romero

                John Romero is an award-winning game designer, programmer and artist whose work spans over 130 games, 107 of which have been published commercially, including the iconic works Wolfenstein 3D, DOOM and Quake. Romero has worked in the mobile, core, mid-core, casual, social and MMO space.
                Romero is a serial entrepreneur who has founded eight successful companies including companies in the traditional hardcore, MMO and mobile spaces. His contributions and philanthropy within the commercial game industry have led to a myriad of inspired games and the founding of 10 companies. He is considered to be among the world’s top game designers, and his products have won every major award.
                One of the earliest “indie” developers, Romero began working in the game space in 1979 on mainframes before moving to the Apple II in 1981. He is a completely self-taught programmer, designer and artist, having drawn his inspirations from early Apple II programmers.
                Romero’s current areas of interest are Facebook games and massively multi-player online (MMO) games as well as social media and its intersection with gaming. Romero also remains active in the artgame, game history and indie spaces.

                http://romero.com/

                Speaking at:

                  George

                  George Rothrock

                  George began his game career in 1996 and has shipped titles on multiple consoles and iOS devices. Working as an artist, producer, designer and director of business development, George has been a part of two successful startups and 18 shipped titles. George has done just about everything in the game production and publishing process and with Game PLAN, he hopes to enable developer success. A Gamademic, George also teaches game development in 2 San Diego colleges and wrote his Masters thesis on the San Diego video game industry.

                  Speaking at:

                  • What You Need to Know About Video Game Law

                  Tristan

                  Tristan Ruoli

                  Dr. Tristan Dai is the co-founder and CTO of NOITOM Ltd, also a member of SPIE and ASME. Dr. Dai possesses rich experience in developing cutting-edge technologies, with R&D focus on motion capture technology; motion sensing/interactive technology; virtual reality technology; wearable device and etc. Dr. Dai is also the creator of "Project Perception Neuron", a consumer level motion capture system.

                  Speaking at:

                  • Perception Neuron: Affordable Motion Capture

                  Liz

                  Liz Ryerson

                  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 the strange, forgotten threads of game history 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.

                  Speaking at:

                  • Influences

                  Syed

                  Syed Salahuddin

                  Syed Salahuddin is an internationally known artist and game designer based out of NYC. He is responsible for founding Babycastles, a video game collective originally based out of Queens, NY, as well as participating in independent games culture since 2006. Syed is regarded as an expert on games and technology and has been asked to talk about his work on the Public Broadcasting Service, National Public Radio, and The New York Times. Currently Syed is an adjunct professor teaching Computer Programming at NYU.

                  Speaking at:

                  • Collectives and Development Communities: Why its beneficial to start or join one!

                  Adam

                  Adam Saltsman

                  Adam 'Atomic' Saltsman is co-founder and studio director of Finji, the creator of games like Gravity Hook, Fathom, Canabalt, Capsule, The Hunger Games: Girl on Fire, Dikembe Mutombo's 4 1/2 Weeks To Save The World, and Overland. Adam entered the game industry in 2006 as a freelance 3D modeler before working as a designer, programmer, artist, and incompetent foley artist. His Flash game dev library Flixel remains a popular tool for both commercial and personal game releases. Adam also serves as an advisor to GDC, Fantastic Arcade, Juegos Rancheros, and the NYU Game Center Incubator. Adam lives and works in Austin, Texas with his wife, sons and pug dogs.

                  Speaking at:

                  • Creating Your First Game with Flixel

                  Jamie

                  Jamie Sanchez

                  Jamie Sanchez, Chicago-based creative professional, has found herself smack in the middle of the city's growing indie scene. She consults on branding, marketing and web needs for a wide variety of games. Jamie is also an Indie City Collective board member and project manager for Bit Bash, Chicago's first indie game festival.

                  Speaking at:

                    Kris

                    Kris Sandoval

                    Speaking at:

                    • Exploring Marketing and Community-building with Gamepedia

                    Diana

                    Diana Santiago

                    Diana Santiago is a visual and performance artist, born in New York City to a family who emigrated from Puerto Rico to New York in the 1950s.

                    Her work explores ideas of perpetuated femininity and the distorted social and cultural roles of women through a variety of media. Diana received her MFA from The School of Visual Arts.
                    Diana has taught art in New York City for nearly a decade in addition to being the co-creator and producer of the web series, "Supertight". She is currently working as a producer and artist for the game Treachery in Beatdown City.

                    http://www.pistolgripstudios.com
                    http://www.dianasantiago.com

                    Speaking at:

                    • Why ___ Matters

                    Kellee

                    Kellee Santiago

                    As President and Co-Founder of thatgamecompany from 2006-2012, Kellee Santiago developed one of the most prominent brands in independent and innovative game development, pushing the communicative possibilities of video games as a medium. She recently took a position as Head of Developer Relations for OUYA, and is a partner in IndieFund, which aims to support the growth of games as a medium by helping indie developers get, and stay, financially independent. Kellee graduated from the MFA Interactive Media program at the University of Southern California School of Cinematic Arts where she teamed up with fellow student Jenova Chen on the student-created game, “Cloud.” The game went on to become critically acclaimed, and landed the two a three game deal with Sony Computer Entertainment America, Inc. to develop downloadable games for the PlayStation Network. The three titles, “flOw”, “Flower,” and most recently, “Journey,” were each record-breaking commercial successes, and award-winning titles. (AIAS Game of the Year, BAFTA awards, GDC Game of the Year) Kellee speaks around the world at video game, business, and entertainment conferences on innovation in games, games as art, entrepreneurship, and better methods for video game development. In 2010 she became a TEDFellow, and was recognized as one of The Ten Most Influential Women in Games of the Decade. Kellee was also recently nominated for the Microsoft Women in Games Lifetime Achievement Award.

                    Speaking at:

                    • Indie Business Models and The Path(s) to Sustainability

                    Cory

                    Cory Seeger

                    @HomeMakeFC

                    Architecture student by day and video game designer by night, Cory is from Chagrin Falls, Ohio and earned his undergraduate degree in architecture from the University of California, Los Angeles. Cory has worked for various architects including Junya Ishigami and Michael Maltzan and is currently finishing his Masters in Architecture at Harvard's Graduate School of Design, focusing on interactive technology and subjective experience. Cory is a comic aficionado and animator, likely found gaming between classes. He is one half of the design team working on the game HomeMake.

                    http://homemakelovesyou.com

                    Speaking at:

                      Michael

                      Michael Sellers

                      Mike Sellers is a Professor of Practice at Indiana University and is a 20-year veteran of the games industry. He has been a founder of three successful independent game companies, worked in AAA game companies, and has extensive experience in designing and producing MMO, social, and mobile games. Past titles include Meridian 59, The Sims 2, and Realm of the Mad God. He has also conducted and published original research in social artificial intelligence and has an academic background in cognitive science.

                      Speaking at:

                      • Starting a Second-Generation Game Design Program

                      Laila

                      Laila Shabir

                      Laila Shabir is the co-founder and CEO of LearnDistrict, an indie educational games studio. An MIT graduate, Laila spent the first few years of her post-graduation life on Wall St and left a lucrative career to pursue educational games. Laila is a proponent for diversity in games and launched Girls Make Games this past summer to encourage young girls to explore the world of video game development.

                      Speaking at:

                      • Inclusiveness 101: Creating a female-friendly game community, program or event

                      Catt

                      Catt Small

                      Catt is a proud gamer, Product Designer, and Web Developer at SoundCloud. She started programming interactive games at the age of 12 and has been going ever since. In addition to her work at SoundCloud, Catt makes video games with friends and teaches game development via The Code Liberation Foundation.

                      Speaking at:

                      • Let's Do Something About It: A discussion about Race in Game Development

                      Scott

                      Scott Stephan

                      Scott Stephan is a creative coder & game designer from Los Angeles, California. He was previously Game Design & Production Lead at the GameDesk Institute, working to establish good design methodology for learning through gameplay. He's currently producing Localite, a screen-to-screen multiplayer game arcade for iOS & Android devices, creating bio-metric sensor networks at the USC's Mobile Environmental Media Lab and finishing his MFA in USC's Interactive Media & Games Division. You can find him at scottstephan.org

                      Speaking at:

                      • Crowdfunding

                      Eddo

                      Eddo Stern

                      Eddo Stern is an artist, game designer and the director of the UCLA Game Lab. He works on the disputed borderlands between fantasy and reality, exploring the uneasy and otherwise unconscious connections between physical existence and electronic simulation. His work explores new modes for narrative and documentary, experimental and multidisciplinary computer game design, and cross-cultural representation in new media. He works with various media including software, hardware and game design, live performance, video, and kinetic sculpture. His works include the short machinima films Sheik Attack, Vietnam Romance, Landlord Vigilante and the games Wizard Takes All, Darkgame and Goldstation . He was the founder of the now retired art and technology cooperative C-level where he designed and co-produced the experimental computer gaming projects Waco Resurrection, Tekken Torture Tournament, Cockfight Arena. His work has been widely exhibited at international venues including The Tate Gallery Liverpool, Reina Sofia, E3, GDC, Kunsthalle Düsseldorf, The ICA, The Hammer Museum, The New Museum in NYC, The Rotterdam Film Festival, ICC Tokyo, The Sundance Film Festival, and The Art Gallery of Ontario. He is an Associate Professor in the Design Media Arts Department at UCLA, where he teaches courses on game development, design and culture in a art context. Online at http://www.eddostern.com

                      Speaking at:

                        Miguel

                        Miguel Sternberg

                        Miguel Sternberg is a game designer and pixel artist living in Toronto. A veteran of the local indie game scene, he is one half of Spooky Squid Games (best known for They Bleed Pixels and Night of the Cephalopods), a former co-founder of Capybara Games and helps run The Hand Eye Society, where he started Comics vs Games, a project encouraging collaboration between independent comic and game developers. He is currently working on Russian Subway Dogs and "something new".

                        Speaking at:

                        • From the Basements to the Streets: 5 Years of Videogame Arts Organizing

                        Elizabeth

                        Elizabeth Swensen

                        Elizabeth Swensen is a game designer, writer, and paper-tearer. She is interested in shaping narrative for interactive experiences, playing with glue guns, trying to remember how to translate Latin poetry, and increasing college access through play.

                        Speaking at:

                        • Board Game Design and Prototyping

                        Benjamin

                        Benjamin Tarsa

                        Benjamin Tarsa works at Curse Inc. as the Marketing & Community Manager for Gamepedia, the largest video game wiki platform with more than 200 official indie game wikis. A passionate gamer, he enjoys a wide variety of games including strategy, adventure, action, and RPGs. He lives in Hunstville, AL with his partner Justin and their 2 pet ducks.

                        Speaking at:

                        • Exploring Marketing and Community-building with Gamepedia

                        Akash

                        Akash Thakkar

                        Based in Seattle, WA, Akash has extensive experience in the indie game scene as a composer and sound designer, with credits including Hyper Light Drifter, Ironclad Tactics, Gnomoria, Freedom Planet, City Quest, and more. A graduate of the Berklee College of Music, Akash has given talks for PAX Prime, PAX East, PAX Dev, PAX Australia, MAGFest, PopCap Games, and more. He is also a co-founder of Scorbit, an online educational resource for game & film audio professionals

                        Speaking at:

                        • Audio Design

                        TJ

                        TJ Thomas

                        TJ Thomas is a Black game developer, pixel artist, musician, and games activist, who resides in Seattle, Washington. He is known best for his work on The Joylancer: Legendary Motor Knight, starting the indiE3 Project, and passionately yelling about industry culture, focusing much of his dialogue on racially marginalized artists and exploring the alt-games scene. tj is also the administrative assistant of itch.io, a free digital distribution website that is made mostly for games, but hosts a variety of material. He gave his first talk at IndieCade East 2014, which was a well-received rantpiece centered on the lack of visibility of other Black game developers, and ways that communities can cooperate in order to help each other grow. He formed alpha six productions in 2013 as a solo effort, and has since grown it into a small artist collective of five people designing a huge variety of games together, with an emphasis on bringing new people into game development. He also uses his webspace to host various websites for people for free, including Liz Ryerson's portfolio and Lana Polansky's blog, Sufficiently Human. When not assuming the role of fifty incredibly busy people at once, he can be found binging Tekken Tag Tournament 2, playing with his girlfriend's cat, or making hilarious and observant tweets on the internet.

                        Speaking at:

                        • Let's Do Something About It: A discussion about Race in Game Development

                        Adam

                        Adam Tuliper

                        Adam works as a Technical Evangelist for Microsoft. He works with developers on gaming & cloud technologies especially with developing Unity games for Windows. Prior to that he was a software architect for 19+ years. In his spare time he develops indie games. Check out his team's recent Unity course at http://aka.ms/IndieCadeUnity

                        Speaking at:

                        • Developing Awesome Games with Unity

                        Fatima Zenine

                        Fatima Zenine Villanueva

                        Fatima Zenine Villanueva is advocating for social awareness on homelessness by developing a narrative game directly from the voices of individuals who are without homes. She is also a teacher's assistant for Code Liberation Foundation, an educational and safe space community devoted to women who are interested in creating their own games.

                        Speaking at:

                        • Let's Do Something About It: A discussion about Race in Game Development

                        Adriel

                        Adriel Wallick

                        Adriel Wallick is an independent game developer most recently based out of Boston. Originally a programmer on the next generation of weather satellites, she decided to explore gaming as a developer instead of just an avid gamer. After spending time in the AAA games industry working on projects such as Rock Band Blitz, she gave it up to pursue independent game development and the joy of total creative freedom. Adriel is now traveling around, participating in and organizing game jams, working on several upcoming indie releases, and developing her own personal projects. Her most well-known endeavors include organizing Train Jam (http://www.trainjam.com) as well as the ongoing Game a Week project (http://www.msminotaur.com/#gameaweek).

                        Speaking at:

                          Pendleton

                          Pendleton Ward

                          Pendleton Ward created a cartoon television series called Adventure Time on Cartoon Network. Pendleton is nervous around strangers at conventions and festivals, last year at IndieCade he became so nervous that he ran away into a movie theater and watched Cloudy with a Chance of Meatballs 2. It bummed him out. He didn't think it was as good as the first one.

                          Speaking at:

                          • A Conversation with Pendleton Ward and David O'Reilly

                          AJ

                          AJ Webster

                          Innovator and educator AJ Webster brings more than a decade of classroom experience to GameDesk’s PlayMaker School. He specializes in game learning, a passion that was apparent at age of seven, when he designed a Monopoly-Chess hybrid. AJ’s transformative methods include puzzle-based projects, historical simulations, and technology-assisted scavenger hunts. Outside the classroom, AJ is active in the Puzzle Hunt community. A veteran of the Shinteki puzzle competition and the Bay Area Game, AJ has also helped develop challenges for the annual DASH puzzle competition in Los Angeles.

                          Speaking at:

                          • Tips and Advice for Parents of New Game Creators

                          Richard

                          Richard Wyckoff

                          Richard Wyckoff, Founder and CEO, Reverge Studios, Since the videogame industry's breakout success in the mid 1990s, Mr. Wyckoff has been a videogame designer and manager at industry leaders such as Electronic Arts/Pandemic Studios, Vivendi Universal, and Dreamworks Interactive. He has been a guiding force on critically-acclaimed titles such as THQ's Full Spectrum Warrior and Flight Unlimited (Looking Glass Technologies), and collaborated with creative luminaries such as Steven Spielberg and Warren Spector. His creative and technical vision for internet-delivered entertainment led to the creation of Reverge, as a place to develop technology, tools and content for the future of interactive media. He received his B.A. from Wesleyan University.

                          Speaking at:

                          • Great Game Programs I and II

                          Bei

                          Bei Yang

                          Bei Yang, a Lead Technical Designer at Walt Disney Imagineering has been working in VR since a student at 2001. He has helped a wide variety of Disney themepark attractions come of fruition through R&D and technical development. When Bei isn't doing anything technical, he eats and breakdances his way through the LA area.

                          Speaking at:

                          • Designing for VR

                          Eric

                          Eric Zimmerman

                          @zimmermaneric

                          Eric is a veteran game designer who co-founded and ran the award-winning studio Gamelab for 10 years. He is also a professor at the NYU Game Center and has co-authored influential books on game design including Rules of Play. Recent work includes architectural game installations with Nathalie Pozzi, tabletop games Quantum and The Metagame, and the relaunch of the online multiplayer game SiSSYFiGHT 2000.

                          http://ericzimmerman.com

                          Speaking at:

                          • Can We Play with the Past? Games, Narrative, and Historical Context