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With Richard Marks (Dir., Sony PlayStation Magic Lab), Mary Flanagan (Author, Critical Play), Gonzalo Frasca (Chief Design Officer, WeWantToKnow & Videogame Columnist, CNN) & Thomas Grip (Founder, Frictional Games).
Fri, Apr 29, 2016 @ 10:30 AM   $125   Museum of Moving Image, 36-01 35th Ave
 
     
 
 
              

  
 
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New dates & better weather for IndieCade Festival's sarcastic, all-black-wearing cousin!

IndieCade brings forward lessons & insights from an incredibly broad range of practitioners inside and outside games that allow us to blaze forward in our thinking, change our minds about long-held assumptions, & do better work every day. Our 2016 Conference Tracks include:

Alternate Universe: Design Lessons from the Other Other Indies

How do independent creators from other creative industries and arts (film and video, music, literature, theatre and performance, etc.), make the best of cheap tools, minimal time and funding, and wide distribution to design projects that bridge the gulf between accessibility and value? What design lessons can we apply as indie games experience market saturation, slow audience growth, stiff competition and bootstraps snapping under the weight of expectations?


System Update: Communities, Commerce, Institutions

How do the systems that provide resources to game-makers shape the kinds of work we do? Should we continue to work within them or look for liberation in the transformative act of making on our own? Weve rallied for more diverse game-makers, and new faces have appeared but how are they receiving financial, emotional, practical and professional support to give them the best chance at making and changing the things they want to? How do we draw from and give back to communities and friendships, tune the commercial interests of distribution and publishing platforms to our needs, and get public and private funding bodies to speak our language?


Weird Science: Tools and Technology Changing Games

Making and breaking software tools, reimagining hardware, exploiting open-source, and inventing new rules of physics. How are game-makers breaking down technical walls, sidestepping limitations, and ignoring conventions to design games that are nothing like whats come before? What tools, tricks, and theories will shape the form and experience of games in the coming post-indie-gold-rush years?
 
 
 
 
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