| Click here for full list of sessions Click on an event name for more info! |
ORANGE: Conference Pass | PURPLE: Festival Ticket | BLUE: Award Show Ticketholder | GREEN: Open to Public |
| Thursday, October 7 | Friday, October 8 | Saturday, October 9 | Sunday, October 10 | ||||
| 9:00 AM | Welcome Coffee hosted by Intel |
Business Session TBA |
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| 9:30 AM | |||||||
| 10:00 AM | Critical Play Mary Flanagan //Critical PlayMary FlanaganOctober 8, 10:00am - 11:00am For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games — games that challenge the accepted norms embedded within the gaming industry — and argues that games designed by artists and activists are reshaping everyday game culture. Arguing that this kind of conscious practice — which now constitutes the avant-garde of the computer game medium — can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices. |
Session TBA | Artgame Sessions Naomi Clark, Simon Ferrari, Charles Pratt, John Sharp //Artgame SessionsNaomi Clark, Simon Ferrari, Charles Pratt, John SharpOctober 9, 10:00am - 11:00am Artgame Sessions takes the position that game designers use game design and its mechanics, player goals and thematic premises are a form of expression in the same way painters use line, color and form to express themselves. The core of games — interactivity — provides an experience and a point of view. Through a series of four short talks, audience members will come to understand some of the motivations and goals of the artgame movement. These presentations will not be made by the developers themselves. Instead, other game-makers and journalists will examine the developers’ approaches to making artgames and the play experiences they provide. |
Microtalks: Indie Future Predictions//Microtalks: Indie Future PredictionsOctober 10, 10:00am - 11:00amHow is indie gaming altering the videogame landscape? What should we be doing more of, and why? If this is a revolution, when will it be co-opted? 10 speakers, 20 slides, 5 minutes and 20 seconds each. If you’ve been to a Microtalk before, you know the thrill of rapid-fire presentations. If you haven’t, then join us and experience the fun as a diverse group of independent game makers and free thinkers present their personal thoughts on the future direction of independent gaming. |
Session TBA | ||
| 10:30 AM | |||||||
| 11:00 AM | |||||||
| 11:30 AM | Minimalism and Osmos: a Post-Mortem Eddy Boxerman and Andy Nealen //Minimalism and Osmos: a Post-MortemEddy Boxerman and Andy NealenOctober 8, 11:30am - 12:30pm Osmos has been in development for four years at this point. In this talk, Eddy Boxerman and Andy Nealen from Hemisphere Games will give an extensive Post-Mortem on the design successes and failures during the project's development cycle. The presentation will guide the audience through several iterations of the game, talk about interface design on different target platforms (PC vs. iPad), discuss their minimalist game design approach, and present features that didn't quite make the cut. |
What Happens After Launch? Andre Clark, Tyler Glaiel, Rob Jagnow, Richard Lemarchand, Dan Pinchbeck, Stephen Thirion //What Happens After Launch?Andre Clark, Tyler Glaiel, Rob Jagnow, Dan Pinchbeck, Stephen Thirion, and moderated by Richard LemarchandOctober 8, 11:30am - 12:30pm Some of the finalists of IndieCade 2009 will be joining us to discuss their lives in the year since the last IndieCade Festival. What might seem like the pot of gold at the end of the rainbow — having a game recognized in an important festival — often proves to be only the start of the journey. The panelists will talk about the ongoing histories of their winning games, and the triumphs and pitfalls of life as an independent game developer. Join us for a lively panel that’s sure to be a source of both celebration and controversy. |
Iron Game Designer Eric Zimmerman and friends //Iron Game DesignerEric Zimmerman and friendsOctober 9, 11:30am - 12:30pm Whose design will reign supreme? Join host Eric Zimmerman and several of the IndieCade finalists and speakers as they rise to the challenge of real-time game design. Teams of designers will be given a theme, materials, and a secret ingredient, and then will have to design a real-world game — right before your eyes. As they wrack their brains for the right recipe, get a sneak peek into how these game designers solve difficult design problems. And who knows? You might just witness the birth of a brand new kind of game. |
Out of the Box and Onto the Block Will Carter, Nick Fortugno, Catherine Herdlick, Jeff Hull, Colleen Macklin, and Jeff Watson //Out of the Box and Onto the BlockWill Carter, Nick Fortugno, Catherine Herdlick, Jeff Hull, and co-moderated by Colleen Macklin and Jeff WatsonOctober 10, 11:30am - 12:30am What are some of the more interesting developments in “big games,” the movement to create large-scale games in public spaces? As games are unleashed in city streets and festivals such as Come Out and Play and Hide and Seek, how is this once-niche field in the back alley of game design maturing and developing into more sophisticated experiences and mechanics? In this panel, big game designers talk about the present and future of big games, and where we’re going from here. |
White Cubes, Show Floors and Dance Parties Brandon Boyer, Sarah Brin, Heather Kelley, Richard Rinehart //White Cubes, Show Floors and Dance Parties: The Curation and Exhibition of GamesBrandon Boyer, Sarah Brin, Heather Kelley, and moderated by Richard RinehartOctober 10, 11:30am - 12:30am Games are a tough nut to crack when it comes to organizing and exhibiting public shows — they don’t really work with most of the assumptions of traditional art display, and are often at odds with the traditional passive consumption of art exhibition attendance. Nonetheless, game exhibitions have become commonplace in both the art world and within the game conference and festival circuits. This salon will consider the gallery and museum traditions, audience expectations, the concerns of exhibition design and the role and purpose of games exhibition in the broader culture. |
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| NOON | |||||||
| 12:30 PM | |||||||
| 1:00 PM | Indie Funding Models: Past, Present and Future Ron Carmel, John Hight, David Nottingham, Jane Pinckard, Jesse Vigil //Indie Funding Models: Past, Present and FutureRon Carmel, John Hight, Jane Pinckard, Jesse Vigil, and moderated by David NottinghamOctober 8, 1:00pm - 2:00pm The passion, autonomy and creative expression promised by independent game development offers an intoxicating draw to those that yearn to say something through the medium of videogames. But starving artists still gotta eat. This panel discusses the current state of indie game funding, its evolution from the traditional publisher source of funding to include new investment models, and speculates on what might be in the future as the indie game scene continues to grow. |
Punk Rock M*****F***** Tracy Fullerton, Frank Lantz, Richard Lemarchand, John Sharp //Punk Rock M*****F*****Tracy Fullerton, Frank Lantz, Richard Lemarchand, John SharpOctober 9, 1:00pm - 2:00pm Game culture is often thought of as naive, disposable and operating in a cultural vacuum, isolated from everything other than genre fiction and Japanese pop culture. Tracy Fullerton, Frank Lantz, Richard Lemarchand and John Sharp beg to differ, and offer punk rock as a case in point. Punk demonstrates the ways in which pop culture can be simultaneously exuberant, naive, primal, critical, disposable and savvy, sophisticated, intellectual, and culturally self-aware, and is therefore a wonderful inspiration for videogames. These four old school punks will talk about the overt and hidden connections between games, punk rock, and the arts. |
Game Walk Play games in over 10 locations throughout Downtown Culver City! |
Interactive Storytelling Goes Indie Erik Loyer, Dan Pinchbeck, and friends //Interactive Storytelling Goes IndieErik Loyer and friends, moderated by Dan PinchbeckOctober 10, 1:00pm - 2:00pm When you think of story and games, the first things that might come to mind are big-budget AAA titles and their reliance on cinematic conventions, genre and fancy graphics. The indie scene is also quietly working away at the enigmatic story-game problem, but in ways that differ from the mainstream industry. Erik Loyer (Ruben & Lullaby, Blue Velvet) and Dan Pinchbeck of the Chinese Room (Korsakovia, Dear Esther) will discuss their work and opinions about melding game and story, the tensions and connections between the two, and why the indie scene is likely to pave the way for great interactive storytelling. |
Game Walk Play games in over 10 locations throughout Downtown Culver City! |
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| 1:30 PM | |||||||
| 2:00 PM | Intro to PS3 Development for Sony Playstation Home | ||||||
| 2:30 PM | Game Design By Accidents Steph Thirion //Game Design By AccidentsSteph ThirionOctober 8, 2:30pm - 3:30pm Programming is a sensitive creation tool. Changing one single line of code could just as easily improve a full landscape just a notch, radically transform it, or expose something amazing that the creator couldn’t have thought of. This talk is about how for Steph Thirion — originally a graphic designer — coding has gradually become a fundamental instrument in every stage of video game creation, and how code is not just a tool to materialize an idea, but can also be the thing that invents the idea itself. |
Business Tips for Indie Game Creators John Hight //Business Tips for Indie Game CreatorsJohn HightOctober 8, 2:30pm - 3:30pm Industry veteran John Hight will share some of the do's and don'ts about running your indie game project. Topics include: setting up a business, hiring team members, managing cash flow, pitching to publishers or investors, negotiating a deal, finding the right match in publisher and distributor, estimating return on investment, and maintaining a growing concern in a cyclical industry. John compresses the most important insights from his semester-long USC games business course into an hour of accessible indie business briefing - this is a not-to-miss session for every upcoming indie games creator. |
Discovering Multiplayer Dynamics in Journey Jenova Chen, Robin Hunicke //Discovering Multiplayer Dynamics in JourneyJenova Chen, Robin HunickeOctober 9, 2:30pm - 3:30pm In ThatGameCompany's upcoming title Journey, players meet and travel with strangers through a vast landscape. Players cannot speak to each other via voice or chat... which means that they must communicate in other ways. In this talk we will share some of the early prototypes that inspired our decision, discuss challenges we've encountered, and demonstrate the resulting dynamics in Journey itself.
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Project Next//Project NextOctober 10, 2:30pm - 3:30pmWant a sneak peak at the next wave of indie games? To see how last year's finalists are following up their successes? Project Next is a series of quick previews of 2010 finalists' next games. The developers will give us a sneak-peak of their current games and the ideas and work that has gone into them so far. |
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| 3:30 PM | |||||||
| 4:00 PM | Brandon Boyer Speaks | Session TBA | Romero Archives Interview John Romero with Colleen Macklin //Romero Archives InterviewJohn Romero with Colleen MacklinOctober 9, 4:00pm - 5:00pm As part of the ongoing Romero Archives project, John Romero, one of the original indie developers, will be interviewed during a special open session. John Romero, the designer of Wolfenstein 3D, Doom and Quake (among 80-plus titles) and co-founder of iD will reflect on his early career as a developer. Colleen Macklin will interview John and guide us through his work as an early indie developer. |
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| 4:30 PM | |||||||
| 5:00 PM | Game Galleries Opening Reception | Audience Choice Awards and Reception | |||||
| 5:30 PM | One Falls for Each of Us: The Prototyping of Tragedy Brenda Brathwaite //One Falls for Each of Us: The Prototyping of TragedyBrenda BrathwaiteOctober 9, 8:00pm - 9:00pm Incorporating 50,000 wooden figurines, incense and dozens of leather hides, Brenda Brathwaite’s latest game is One Falls for Each of Us. Currently in development, it is the fourth game in the Mechanic is the Message series and chronicles the experience of the Native Americans as they walked and died upon the Trail of Tears. Like the other games in the series, Brathwaite uses the medium of the game mechanic much like traditional artists use paint to capture and express difficult events. It is a form of historical system design which provokes both player and designer to look and interact more deeply than they otherwise might. Influenced by the works of Jackson Pollock, Richard Serra, Marcel Duchamp and Gerhard Richter, Brathwaite’s works push games in directions not yet considered. |
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| 6:30 PM | Happy Hour Gathering | ||||||
| 7:00 PM | Opening Party: Finalist Game Slam |
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| 8:00 PM | Award Show | ||||||
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| 10:00 PM | Post Award Gathering | ||||||
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| 11:00 PM | |||||||
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| Midnight | |||||||
| Thursday, October 7 | Friday, October 8 | Saturday, October 9 | Sunday, October 10 | ||||