The Day Two
A MAZE. Indie Connect April 27
9:00 – Opening the doors @ HBC Berlin()
Welcome to Indie Connect! Grab a drink, shake a few hands and get ready for the program. If you haven’t gotten your tickets already, you can get them now at the door.
11:00 to 11:30 – Douglas Wilson / DK()
Proteus, Johann Sebastian Joust, and the magic of "low process intensity" games
On paper, indie games Proteus and Johann Sebastian Joust seem like polar opposites. The former is an intimate and colorful exploration game that thrives in quiet settings, whereas the latter is a no-graphics physical party game designed for multiple players and spectators. In this talk, Johann Sebastian Joust designer Douglas Wilson will explain why he draws so much inspiration from Proteus, and why the two games are actually more similar than they might first appear. Both games call attention to the fertile space of game design possibilities beyond formalized systems and computational algorithms – a space where players are rallied to improvise their own gameplay and appropriate games to their own purposes.
Douglas Wilson is a Lead Game Designer and Partner at Die Gute Fabrik, a small indie games studio based in Copenhagen, Denmark. He is currently working on a number of game projects including Johann Sebastian Joust, which received the Innovation Award at the 2012 Game Developers Choice Awards. Doug recently finished a PhD dissertation at IT University of Copenhagen, where he wrote about designing games that embrace an aesthetic of confrontation, silliness, and brokenness. His work has been shown around the world, in venues such as the Independent Games Festival, IndieCade, Babycastles, and the Museum of Modern Art.
11:00 to 13:00 – Hendrik Lesser / DE() - Workshop "please make reservations: 25seats"
Successful development and progression of indie studios, their special challenges and the art of staying independent
Hendrik Lesser is managing director of the Munich based production house remote control productions. He is Executive Producer of the development studio Chimera Entertainment as well as a member of the jury of the German Developer Award. He is also an executive board member of the non-profit association “Videospielkultur e.V.” and teaches at different game-specific educational institutes like the Hochschule für Fernsehen und Film München, the Technische Universität München and the Games Academy.
11:30 to 12:00 – Thomas Bedenk / DE()
Cognitive Psychology and Game Design
The game design process involves an understanding of how the game, the player and the designer relate and connect to each other. Thomas Bedenk tries to illustrate and integrate different researchers points of views on interactive processes into an imperfect mapping of the cognitive aspects of this relation. He raises the question in what way these findings of psychologist might help us to make better games.
Thomas Bedenk is creative lead and co-founder of Brightside Games. He studied Media Design in Nuremberg and Human Factors in Berlin. Currently he is also teaching at the TU-Berlin, Games Academy and Mediadesign Hochschule. Before focusing on the games industry he was freelance interactive/web designer and developer for about 10 years and worked on special effects in the movie industry for a while. He started his love for games playing Pac-Man against his twin brother on the Atari 800XL.
12:00 to 12:30 – Dr. Margarethe Jahrmann / CH()
The Exhibit Game
In the history of media, looking at early movie making and TV shows, propaganda never reached a passive audience. It rather enabled and demanded an actively hedonistic but not necessarily critical way of consumption. No wonder, that the game industry today leaves movies and television way behind. Not only technologically but also in the ways of transmitting propaganda in a smooth and enjoyable fashion. The exhibit game is about subliminal messages and the rules we all have already accepted in live and media. Step right up and don’t play along!
Dr. Margarethe Jahrmann
Margarete Jahrmann, founder of www.konsum.net, is an artist who works with performances and installations at the intersection of fashion, propaganda and subliminal messages.
12:30 to 13:00 – Vlambeer / NL()
Vlambeer explains how believable, solid nonsense is an important yet undersung aspect of videogames. Using recent games as Super Crate Box, Yeti Hunter, LUFTRAUSER and GUN GODZ as examples, they'll explain how a consistent and complete fiction is the only way to creating a great game.
VLAMBEER IS A DUTCH INDEPENDENT GAME STUDIO made up of Rami Ismail and Jan Willem Nijman, bringing back arcade games since 1763.
13:00 to 14:00 – Lunchbreak()
Grab a bite, play some games, connect.
14:00 to 14:30 – Karel Millenaar / NL()
Breaking the magic box: Designing pervasive games
14:30 to 18:00 – Peter Kirn / USA() - Workshop "please make reservation: 25seats"
Build Games That Sound as Dynamic as They Look, Free, with libpd.
Think back to your favorite games: how big an impression did the soundscape make for the ones to which you were really addicted? Isn’t it time to make the sound and music score in your games level up? In this workshop, learn to build dynamic soundtracks and interactive music scores, whether you’re a composer/sound designer or a game designer looking to collaborate with sound and music nerds. We’ll use libpd, a free and open source library based on Pure Data, the powerful tool that allows musicians to program elaborate sounds and generative music graphically.
libpd is already used in titles for desktop, iPhones, iPads, and Android (including the wildly-popular Inception: The App). For the purposes of rapid prototyping and getting straight to gameplay, we’ll work with the simple, free, design-friendly tool Processing, but you can apply what you learn to your tools of choice.
PETER KIRN is a music producer, technologist, writer, and editor of createdigitalmusic.com and createdigitalmotion.com. He’s a core contributor to libpd, and has taught Pd and Processing at venues like Parsons: The New School for Design (NYC), Crashspace (LA), and Casa da Musica (Porto, Portugal).
14:30 to 18:00 – / DE() - Workshop "please make reservation: 25seats"
Game Design for Location Based Games: tripventure – every place tells a story
Hunting down criminals in Berlin, finding hidden objects across London – location-based games attract an increasing number of gamers. While being a lot of fun to play, they hold a variety of challenges for game designers.
This workshop kicks-off with an overview of location based games and trends given by Michael Sträubig, professional designer of location based-games. We will shortly introduce tripventure, a new platform for location-based and story-focused games using AR. tripventures combine the key features of point and click adventures (riddles, inventory, game-in-games) with opportunities of location-based gaming.
Anne-Katrin Ulrich is General Manager of tripventure, a platform for location-based and story-focused games realized via the tripengine. tripventure has been developed by sprylab technologies, a young software company based in Berlin.
18:00 to 20:00 – connect time()
Eat, drink, play, connect and get ready for the main event!
20:00 to 21:00 – A MAZE. Indie Connect Award
“The Most Amazing Game” Award Ceremony
Welcome to the main event. Who will be revealed as the winner of the first ever A MAZE. Indie Games Award with its only category for "The Most Amazing Game”.
21:00 to open end
A MAZE. Jump’n Run Bonus Cheat aka What The Fuck Are You Playing Party
Closing out the premier installment of the A MAZE. Indie Connect, we celebrate with great music, drinks and dance @ the What!? club.
Live performances and DJs:
Henry Homesweet - Live
Jackson and his Computerband - DJ
Je deviens dj en 3 jours - Live
Debmaster - Live