A MAZE. Indie Connect Prelude

A MAZE. Indie Connect Prelude. The Indie Gaming Showcase

Entrance fee: 
Friday: free - Saturday: free

A MAZE. Indie Connect Prelude - Oct28-29, 2011 @PLATOON - Alte Schönhauser Str. 3 - 10119 Berlin

This friday evenings at 18:30 begins the countdown to one of the biggest indie gaming festivals to hit Berlin! at PLATOON yard, we will be hosting the A MAZE. Indie Connect Prelude: Indie Gaming Showcase (28.-29.10), where some of Berlin's most established indie game designer, developers and enthusiasts will join us for presentations concerning everything indie games. workshops and game jams will follow on saturday, all to catalyze and unite the Berlin (and European) game scene.

The A MAZE. Indie Connect Prelude Programm

#

Fri Oct28, 2011 - Lecture day

18:30:00 Doors open
19:00:00 Thorsten S. Wiedemann
- Opening and Moderation
19:30:00 Marek Plichta, Mattias Ljungström
- Creating Art and Game Mechanics Together.
19:50:00 Anjin Anhut
- Just Do it - Overview Programming Software.
20:10:00 Peter Kirn
- Music as Interface, Game as Album.
20:30:00 Norbert Haacks
- Newtracks. Making Music Games.
20:50:00 Iwan Gabovitch, Christiaan Janssen
- Game Jams for Indies.
21:30:00 Hanno Hinkelbein, Christian Münch
- GameStorm - Let's make Games!
21:50:00 Christiane Hütter
- We are Breeding!
22:00:00 Music

#

Sat Oct29, 2011 - Workshop day

14:00:00 Workshop I with GameStorm
- Classic Game Design: Board Games
17:00:00 Presentation of Workshop I
18:00:00 Presentation by Heather Kelley
- superHYPERCUBE: Kinect + Stereoscopy
18:15:00 Food & Drinks
18:45:00 Workshop II with Peter Kirn
- Sound and Vision at the Edge: Gestural Interaction with Kinect, Interactive Audio with Pd
20:45:00 Workshop III with Thorsten S. Wiedemann
- Brainstroming A MAZE. Indie Connect 2012
22:00:00 Music

#

Fri Oct28 and Sat Oct29, 2011 - Exhibition of Games

Phone Story - by Molleindustria
Swarm - by volando
Niji the Rainbow Fish - by Binary Madness
Interceptor - by Martin Justo Rau, Martin Jaekel, Sergej Kern, Sebastian Drees
SuperHyperCube - by Kokoromi + Polytron
Nikki and the Robots - by Joyride Laboratories
Child of Eden - by Tetsuya Mizuguchi
Spectaculum - by Homunculus Game Collective

This event is organized by A MAZE. in cooperation with PLATOON and sponsored by Ludic Philosophy and 2BOP.

www.amaze-festival.de // www.platoon.org // www.ludicphilosophy.com // www.twobop.co.za

L01 - Creating Art and Game Mechanics Together.

Lecture by Marek Plichta, Mattias Ljungström

Creating Art and Game Mechanics Together.
Visual art is often seen as something that supports game mechanics. A layer that is added on top of the game design to make it look pretty. This talk will discuss how we see art as intertwined with game mechanics in creating the player experience. We will talk about how game design problems can be solved with visual design instead of changing game mechanics. It will show how doing art assets and core game mechanics at the same time will influence your creative design process, makes it easier to validate your game idea, and eventually will lead to a more coherent end-product.

Marek Plichta
Marek Plichta is a graduated interface designer who works as an independent game designer and illustrator in Berlin, Germany. He co-designed the award winning games Spirits and Ordnungswissenschaft which were showcased on several festivals and exhibitions around the globe. He currently also teaches a course on game design at the University of Applied Sciences in Potsdam and courses in interface design at the Game Design School in Schwerin and Leipzig. Marek organized the Global Game Jam Berlin and loves (experimental) games, media installations, and bananas from continents far away.

Mattias Ljungström
Mattias Ljungström is the founder of the Space of Play studio in Berlin, Germany. He has a background in mobile, PlayStation and PC game development. For the iPhone he has worked with Smule Inc to create graphics and visual interactions for applications such as the Ocarina, Leaf Trombone and I am T-Pain. Previously, he was an assistant professor in Game Design and Advanced Media at the University of Applied Science in Potsdam.

www.spacesofplay.com

L02 - Just Do it - Overview Programming Software.

Lecture by Anjin Anhut

Just Do it - Overview Programming Software.
Instead of looking for a door into the world of making games, how about just punching a hole through the wall? Making games is more accessible than you think. Anjin Anhut explores what games can be, where to get creative resources and where to get players. Have no fear. Get involved. Get creative. Just do it.

Anjin Anhut
Anjin Anhut is a freelance game artist, designer and teacher from Berlin. He blogs about games, culture and his toy collection on www.howtonotsuckatgamedesign.com, co-owns his own social game company and loves to push his favorite medium... Games.

L03 - Music as Interface, Game as Album.

Lecture by Peter Kirn

Music as Interface, Game as Album
How blurring the line between music and games is transforming musical expression?

Peter Kirn
Peter Kirn is a journalist, musician and media artist, and creative coder. He runs the sites www.createdigitalmusic.com and www.createdigitalmotion.com, online magazines and communities that cover advances in musical and visual expression, from performance to gaming. He has taught creative development at Parsons The New School for Design in New York and at workshops around

www.flavors.me/peterkirn

L04 - Newtracks. Making Music Games.

Lecture by Norbert Haacks

Newtracks. Making Music Games.
How to make music playful and interactive. Idea, concept and creation.

Norbert Haacks
After working on a game project at the University of Paderborn where Norbert studied Computer Science, he decided to study Game Design at the Games Academy in Berlin. Shortly after the graduation in 2010 he started working as a Game Designer at Playotope. At the beginning of 2011 he founded Newtracks with 2 colleagues from the Games Academy to develop social music games for Facebook.

www.newtracks.biz

L05 - Game Jams for Indies.

by Iwan Gabovitch, Christiaan Janssen

Game Jams for Indies
This is a presentation aimed at game developers. We will present the concept of game jams and explain how they can be a useful tool for designers and developers. A game jam is an event where people interested in making games meet, either in person or online, and create quick prototypes in a short period of time. A space where creativity can flow and experimenting is encouraged. A space where to share your ideas with your peers.

www.facebook.com/#!/groups/158191674197213/

L06 - GameStrom: Let's make games!

by Hanno Hickelbein, Christian Münch

GameStorm - Let's make Games!
The GameStorm is an organisation dedicated to bring people together that are interested in Games and Game Design. We regularly organize Game Jams and other events that promote Gaming Culture.

Hanno Hinkelbein:
Hanno worked more than 10 years in the Music-biz. as a Studiomanager and DJ. Following his deep passion for games he decided to move on to game development. After finishing Games Academy early 2011 he now works at "Yager" as a Technical Artist.

Christian Münch:
Chris loves games of all kinds and especially the development side of it. After finishing Games Academy early 2011 he joined "HappyTuesday", a young StartUp focused on Apps and mobile Games.

L07 - We are breeding!

by Christiane Hütter, Daniel Freymüller

WE ARE BREEDING!
A warm welcome to our egg Ei!

Ei has reached its inner operating temperature (24°C) on october 1st at 20.21h. It measured 41,1 cm and weighed 945 gramms. (Our special pride and joy is Ei’s astonishing size of circumference: 67,5 cm!)

How lucky we are!
We’ll keep you posted.


A short note about playing, rules and roles, games and realities and one thing which is more important than anything else: fiction.

P01 SUPER HYPERCUBE: Kinect + Stereoscopy

Presentation by Heather Kelley

SUPER HYPERCUBE: Kinect + Stereoscopy
Super HYPERCUBE (capitalization may vary) is a game I made with the fine folks at Kokoromi for this year’s Gamma art/game show in Montréal. Gamma is a themed game party that’s been happening for three years now, each year with a design constraint for all the games that apply; this year’s Gamma 3D was about red/cyan stereoscopy aka color anaglyphs.

www.moboid.com

W01 - Classic Game Design: Board Games

Workshop by GameStorm

GameStorm VII
This will be a GameStorm-Classic: Boardgames.

All participants of the Jam will form random groups and make a Boardgame to a certain topic within given limitations. At the end of the Jam each Game will be presented to the others and we'll have time for Feedback.

Materials will be provided.

W02 - Sound and Vision at the Edge: Gestural Interaction with Kinect, Interactive Audio with Pd

Workshop with Peter Kirn

Sound and Vision at the Edge: Gestural Interaction with Kinect, Interactive Audio with Pd

Kinect has sparked waves of new independent game development and interaction. Heather Kelley of Kokoromi Collective shows Super HyperCube, now controlled by Kinect - as well as their Indiecade award winning 3D game Gamma. She'll talk about developing with Kinect, followed by a discussion with tech journalist and artist Peter Kirn on the available open source ecosystem for game developers and artists, where to start, and what the game community is doing with these technologies.

Using libpd, a free and open source embeddable version of the widely-used, graphical development environment for media, Pure Data, we'll look at how game audio can be more dynamic and interactive. Even if you've never seen Pd, we'll see how the link between that environment and your game code can make it easier to collaborate with the community of composers and sound designers working with that tool. Shared open source musical elements and sound generators mean a growing international community of artists are exploring ways of making music and sound more expressive and more tightly-knit with the mechanics of gaming, in new forms of composition. PETER KIRN is a contributor to the libpd project.

www.flavors.me/peterkirn

W03 - Brainstorming for A MAZE. Indie Connect 2012

Workshop with Thorsten S. Wiedemann

Brainstorming for A MAZE. Indie Connect 2012
The A MAZE. Indie Connect will take place end of April 2012 in Berlin. Thorsten S. Wiedemann of A MAZE. invites all indie game designer to discuss the programm and the award categories for the next years indie gaming showcase.

www.amaze-festival.de