The IndieCade East Festival is a tremendous team effort. We are so grateful to have some of the most creative minds in the industry and beyond join us each year to grow and create IndieCade. IndieCade truly is the people.
The amount of effort and thought it takes to put on this event cannot be denied. Thank you to all of our chairs, coordinators, curators, staff and volunteers for building something so special.
It has been a joy to work with each and every one of you!
CEO & Founder, IndieCade
Stephanie Barish is an award-winning producer and a prominent figure behind leading initiatives that are guiding the direction of the digital media, interactive arts, and multimedia community in the twenty-first century.
In 1999, she founded and created the blueprint for the Annenberg Center for Communications’ Institute for Multimedia Literacy (IML), urged by George Lucas. Previously, Ms. Barish worked as producer and director of multimedia publications and creative director of Survivors of the Shoah Visual History Foundation. In these positions she designed and produced the Foundation’s acclaimed multimedia publications, research interface, and award-winning CD-ROMs and websites, and participated in Emmy- and Academy-Award-winning documentary films.
Between her work at these two organizations, her programs attracted nearly $20 million in support. She continues to foster innovations in multimedia expression as Founder and President of Creative Media Collaborative.
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.
Matt Parker is a game designer, teacher, and new media artist. His work has been displayed at the American Museum of Natural History, SIGGRAPH Asia, the NY Hall of Science, Museum of the Moving Image, FILE Games Rio, Sony Wonder Technology Lab, and many other venues. His game Lucid was a finalist in Android's Developer Challenge 2 and his project Lumarca won the "Create the Future" prize at New York Maker Faire 2010. He created the game Recurse for the inaugural No Quarter exhibition at the NYU Game Center. Recurse was a finalist for Indiecade 2010 and won the "Play This Now!" award at Come Out and Play 2012. Matt is a partner at the Brooklyn based game studio, Gigantic Mechanic, and also teaches at the NYU Game Center.
Aaron Isaksen is a partner of Indie Fund, which aims to support the growth of games as a medium by helping indie developers get financially independent and stay financially independent. An independent game developer since 2003, he co-founded AppAbove Games which has created more than 10 indie mobile games and most recently Chip Chain for iOS and Android. Aaron has spoken about game development, game funding, and developer quality of life issues at many gaming conferences, including Game Developer Conference, Independent Gaming Summit, IndieCade, New York Comic Con, SIGGRAPH and more. A graduate of UC Berkeley and MIT, Aaron is also working with Babycastles to help encourage sharing of independent games, as well as improve communication, social opportunities, and collaboration between indie game developers.
As part of Hide&Seek, Margaret made big games (like the city-wide 12,000 player New Year Games), small games (like the Tiny Games project), silly games (like Drunk Dungeon) and serious games (like Dreams Of Your Life). Her previous role as an independent consultant enabled her to work on a huge range of projects, from AAA console titles, through download and mobile/ handheld games, to indie and art-house projects. She's worked with brands, broadcasters, and ?lm studios to develop their game strategies, and was part of the team that built the Channel 4‘s BAFTA- and Emmy-award winning educational game slate. Previously editor-in-chief of Edge magazine, and part of the team behind the GameCity festival, she is an internationally top-rated speaker on game design theory.
Kevin Cancienne is an independent game developer based in New York who has been creating interactive media and games for almost 20 years. In 1999, Kevin co-developed Science and Industry, a multiplayer mod for Half-Life, which was featured in Valve´s first Mod Expo. For nearly 5 years, Kevin served as Senior VP and Director of Game Development at Area/Code, where he helped create games such as Drop7, Parking Wars, and Sharkrunners. As an independent developer, his work has been featured in GDC's Experimental Gameplay Workshop. He has written a column for Hook Shot, occasionally teaches game development at NYU, and has a continuing interest in altering how, when, and with whom we play.
Robert Nashak most recently was EVP, Digital Entertainment & Games at BBC Worldwide where he had global responsibility for taking BBC’s top brands to online, mobile/tablet, social media and console gaming platforms. Prior to BBC, Robert was SVP at Electronic Arts, VP and General Manager of Yahoo! Games, Chief Creative Officer at Glu Mobile, VP of Global Production at Acclaim Entertainment and held key positions at Vivendi Games and Disney Online. Robert is an advisor for multiple start ups and is an adjunct professor at USC School of Cinema where he teaches a seminar on the business and management of games.
Simon Ferrari is a doctoral student in Digital Media at the Georgia Institute of Technology. Last summer he taught game criticism at NYU's Game Center. For four years Simon was a research assistant on Ian Bogost's Newsgames project, culminating in the pre-alpha release of the arcade remix engine Game-o-Matic. His current research focuses on the people who record, stream, or perform high-level videogame play in public.
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.