Most digital experiences are confined to keyboard, mouse and gamepad, or with complicated and expensive electronics. In this workshop, you will find out how remarkably easy it is to build something physical, that can interact with games and all other interactive jazz. With inexpensive raw materials like arcade buttons, joysticks, duct tape and cardboard, together we will create three custom controllers. After an introduction and a short talk about existing projects, you’ll get to designing and building something unique, and the workshop hosts will be there to help you out when things get too technical. Let’s build a racecar, a joystick-cowboy-hat, maybe just the world’s largest joystick,… or whatever we come up with.
Whether you’re a designer navigating the rough waters of business for the first time or a seasoned veteran at striking a deal, learn from these devs as they share their failures and successes! Indie developers during this microtalk panel will cover topics ranging from working with other devs to put together a unique game bundle to making the most of conference showcasing opportunities.
So you’re thinking about building your own engine? This microtalk panel of technical wizards emphasizes the varied experiences and design choices behind creating their own game engines.
The freedom to experiment is one of the strengths of indie developers. During this microtalk panel, indie developers talk about unique design challenges and their methods for solving them. Topics range from procedural world and soundtrack generation to creating games, turning design issues into features, and crafting games about personal experiences
This talk and workshop will focus on recent trends in game design aesthetics, including the “neo-pastoralist” aesthetic of games such as Walden, Mountain and Proteus. After the talk, workshop participants will organize in groups to discuss and speculate upon possible unexplored aesthetics for interactive experience.
"Directed by Veve Jaffa and starring none other than GОD himself, collaborative games performance, 'Which Passover Plague Are You?' will make an ethereal appearance to transform one lucky audience into a righteous vessel for holy vengeance.
✶ Indiecade is not responsible for any mortal harm caused by your divine transformation."
How to create the first 20 hours Action-RPG with live combats and a home made engine, build from nothing and in Africa? This talk will present an inspiring story on how passion for video game creation and a dream overwhelmed reality since Olivier was 13 year old.
Comment créer le 1er Action-RPG de 20h de durée de vie avec des combats en temps réel, un home-made engine, le tout en partant de rien et en Afrique ? Un exposé d’un parcours inspirant sur la passion de la création de jeu vidéo, mais aussi de rêve qui a battu la réalité depuis 13 ans.
After showcasing my game "Move or Die" at over fifteen events worldwide in countries like the US, UK, Japan, Vienna, Germany, Romania, Denmark and more, I have compiled a list of the most important aspects of creating a great experience for players on the show floor. This talk is the distillation of my learnings, which can be summed up in three main points: Show floor presence, Player experience and Follow up. My aim is to demystify the process of showing games at events for new developers, and teach them how to sidestep the many common pitfalls.
I will go in-depth with a variety of things I have learned including visual identity, how to grab the player's attention, building an effective booth, how to talk about your game, the importance of spectators, play session times, showcasing as a source of motivation, the importance of networking and mixer parties, optimizing your game so it runs on its own, wired vs wireless controllers, how to handle sound, various ways of applying for conventions, documenting the experience, showcasing as a form of play testing, why flyers are horrible and why people should stop printing them, giveaways and what both you and the player takes away from the whole experience.
I will also talk about common misconceptions such as "I can't possibly get accepted into big gaming events because I'm a small developer," "recovering exhibition costs by selling copies after events" and "you need a lot of money to exhibit at an event".
Finally, this talk will highlight the most important mistake new developers make when showing their games: Focusing on selling copies rather than networking. Developers showing at events should focus on networking, and realize that just being present at an event can lead to potential collaborations in the future, even without having a booth on the show floor.
VR developers have the opportunity to make new mistakes, discover new techniques, and help define a new medium. This panel of VR indie developers will discuss the lessons they’ve learned while working in VR and how they’ve transitioned from indie games to indie VR.
Whether you’re a Renaissance master or a programmer working with programmer art, this session is designed to help you work within your constraints to hone your aesthetics. Bring your game or portfolio to this session and work with these indie artists to polish up those visuals!