The Interactive And Game Conference on October 17, 2014 is a one-day summit focused on discussions about design and innovation in digital, interactive, and game media welcoming a mix of game developers, interactive designers, digital creatives, and artists.
- Attack Of The Clones: a legal framework for protecting yourself against stolen work
- Why Does Choice Matter: a look at "good" and "meaningful" choices in games
- The Value Of Social Gameplay: are you missing out by not including a social element?
- The Importance Of "Visual Hierarchy": an easy guideline to making awesome art
- The Advantage Of Being Indie: from award-winning designer Kan Gao ("To The Moon")
- What Do Women Want?: a discussion from "Child Of Light" lead programmer Brie Code
- Mental Health and Games: how new forms of games are changing the conversation
- Bringing "Snow" to Life: a panel from the creator, director, and actor from the film "Snow"
- And, many more!
Hotel Ocho - Floor 1
Hotel Ocho - Floor 2
|10:00 AM||Emeric Thoa (Game Bakers) and Nadim Haddad (Pastagames) — Life and Lessons From The French Games Scene — Special Guests Of The Consulate General of France in Toronto||Bob Tarantino and Conrad Lee — Attack of the Clones: Legal Implications of Game Clones|
|11:00 AM||Miriam Verburg and Renee Vrantsidis, LongStory Game — How Choice Itself Can Be More Important Than An Outcome||Lee Vermeulen and Jesse McGibney, Alientrap — Bringing Ancient Greek Art To Life In "Apotheon"|
|11:45 AM||Dave Ireland, Royal Ontario Museum||SCEA Developer Relations — PlayStation: Where Developers are Publishers, and What That Means for You|
|12:30 PM||Lunch (buffet-style, provided)||Lunch (buffet-style, provided)|
|1:30 PM||Kan Gao, Freebird Games (To the Moon) - Making Use Of Advantages In Indie Game Creation (And Q&A)||Brie Code, Ubisoft Montreal — What Do Women Want?|
|2:15 PM||Microsoft Developer Talk — ID@Xbox - The Next Generation of Indie Games on Xbox One||Ryan Couldrey, Kira Hall, and Benjamin Rivers (Panel) — From Page To Game To Screen : The Evolution Of Snow|
|3:15 PM||Micro-Talks (Michael Brown, Alex Hayter,|
|Lyndsey Gallant, XMG Studio — Simple Guidelines for Making Awesome Game Art|
|4:00 PM||Micro-Talks (Ryan Luck,|
|Owen Lawson, Uken Games — The Value of Social Gameplay|
|4:45 PM||Emerging Artist Showcase|
|5:00 PM||Closing Remarks & Social||Closing Remarks & Social|
FLOOR 1 PRESENTATIONS
(In Chronological Order)
SPECIAL GUESTS EMERIC THOA & NADIM HADDAD — Courtesy of the Consulate General of France in Toronto
Topic: A Peek Into The Exciting Independent Game Development Scene In France
Game Bakers' is a Montpellier-based studio and behind critically acclaimed hits like Squids and Combo Crew, and the upcoming Duels. Emeric Thoa is in charge of The Game Bakers’ creative content. In a previous life he was Director of Game Design for Ubisoft and played a major role in the design of best-selling AAA console games (Clancy titles amongst others).
Pastagames was the Paris-based studio behind the 2012 Apple Game of the Year, Rayman Jungle Run, and the frenetic arcade-style game Pix The Cat. Nadim Haddad is a game and level designer for Pastagames.
MIRIAM VERBURG & RENEE VRANTSIDIS — Creators, LongStory Game
Topic: How Choice Itself Can Be More Important Than An Outcome
DAVE IRELAND — Managing Director, Centre of Discovery in Biodiversity
Topic: The Importance Of Interactivity At the Royal Ontario Museum
Micro-Talk: Video Games as a Means of Influencing Public Perception: Gay Representations in the Mass Effect Series
Over the last 20 years, gay representations in video games have evolved from being implied to stereotypical to relatable to even being fully integrated into the story as an entirely realized character who is not just defined by their sexuality. Michael will examine gay representations and romances in the Mass Effect series as a way of evaluating the power these characters have in the greater public’s understanding of LGBT individuals and LGBT issues. Michael Brown has been involved in the games journalism industry for the past four and a half years.
ALEX HAYTER — Marketing Professional
Micro-Talk: Weirded Out: Unconventional Ways to Get Game Publicity
Shmoozy product pitches and boring marketing buzzwords don’t work in game PR today. In this talk, Alex will discuss unconventional, eccentric methods for earning game publicity. From Sony’s fake VP Kevin Butler to Super Time Force’s Saturday morning cartoons, sometimes the best way to get your game noticed is to do the unexpected.
Using a variety of examples—like custom-built arcade machines, pet photo Tumblrs and convention hall scavenger hunts—Alex will talk about how to earn attention without breaking the bank (or cashing in their integrity).
Micro-Talk: Affective Games: Mental Health and Interactivity
In videogames, people with mental illness are often the bad guys, someone to shoot at, or a plot line to conquer. The uprising of indie game developers, accessible tools, and interest in personal stories has led to the bourgeoning of videogames about mental health and wellness. Kara will talk through the process of making Medication Meditation about her own experiences with mental illness, how she approached the content and design, and the response.
Micro-Talk: Indie MMOs: How To Tackle A Big Project With A Small Team
ANDY SMITH — President, XMG Studio
Micro-Talk: Intention Matters For Game Design, Studio Culture, and Online Presence
Micro-Talk: Oh The Places You'll Go
FLOOR 2 PRESENTATIONS
(In chronological order)
LEE VERMEULEN & JESSE McGIBNEY — Alientrap Games
Topic: Bringing Ancient Greek Art To Life In "Apotheon"
BRIANNA CODE — Lead Programmer, Child Of Light; Associate Lead AI Programmer, Assassin's Creed III
Topic: What Do Women Want?
As half the population, women are a varied group of people with wildly different preferences and tastes. Thinking of us as a niche market and trying to design just for women are mistakes. And yet, many women are underserved by current offerings in the games industry. Brie will discuss what is missing from the industry using some of her favourite games as a lens. From the Sims to Skyrim to Kim Kardashian: Hollywood, all her favourites offer character customization, environment customization, and gameplay based on socializing and story creation.
After, a group brainstorm will explore the questions: What themes or gameplay may be missing from the industry? What do members of the audience like in games, and what do their parents, grandparents, children, and friends like? If they could make any game, what would that game be?
Members of SCEA Developer Relations, Sony PlayStation
RYAN COULDREY — Filmmaker, Snow
Topic: From Page To Game To Screen : The Evolution Of Snow
Ryan got his start in moving pictures by shooting live-action trailers for the award-winning video game Home, music videos for the likes of Nutella and shorts with the award-winning Blue Flame Collective. Snow, which releases worldwide on Oct. 27, is his feature-film directorial debut. The film was self-produced by Ryan without any government grants or Kickstarters.
Twitter: @RyTron and #SnowFilm
KIRA HALL — Actor, Snow
Kira is a Yellowknife-born actor, playwright, puppeteer and singer. You may know her from the premiere Canadian cast of Avenue Q at the LOT as Kate Monster and Lucy the Slut. She recently was in the Dora-nominated puppet ensemble of The Old Man and the River, and just wrapped up a tour for Paleoncology, her Best Solo Show (Montreal Fringe) and Best Drama (Victoria Fringe) award-winning one-woman play. Snow is Kira’s feature film debut.
LYNDSEY GALLANT — Art Director, XMG Studio
Topic: Simple Guidelines for Making Awesome Game Art
This talk will overview what "Visual Hierarchy" is, what the basic elements of it are, and give examples of how you can use this information to make more beautiful games that are easy for users to play and understand. With a focus on mobile, though the principals are applicable to all platforms.
OWEN LAWSON — Game Lead, Uken Games
Topic: The Value of Social Gameplay
Social games appear to be everywhere these days, but it's not always clear what is meant by social gaming. At Uken we've found that social gameplay helps engage players and keeps them coming back for more. This talk will present a proposed definition for 'social gaming' and describe how it has helped contribute to the success of Uken Games.