Date: September 14 – September 15
Location: “Forum” and “Ditze” HAW Hamburg Fakultät Design, Medien und Information
On Monday September 14th we will kick off the Indie Gameleon conference. The Indie Gameleon conference is known for sharing stories and experiences. For two days, our program is filled with lectures and workshops given by speakers that are experts in one or more fields of game development. From graphics to programming, to business and marketing. These lectures will be given simulataneously on two tracks over two days. The lectures and workshops give visitors the opportunity to hear the stories and learn from the experiences of industry veterans and fellow game developers. Next to that we will also have workshops in which you can participate to learn more about indie games by actually doing something (for example paper prototyping).
Last but not at least we are excited to let you know that we’ve added panels to our conference program. In the panel sessions you can join a conversation with other people and indie game developers/enthusiasts about certain issues within the industry.
• Simon Butler (Tagmonkeys): Graphics Vs Gameplay
• Mareike Ottrand, Alexander Pieper (Studio Fizbin): Why Gamemakers should be Tinkerers at heart
• Molly Heady-Carroll, Erik van Wees (Arcance Circus): Your Greatest Asset When Making Games: YOU!
• Hossein Maktoufi (Monoid): NPCs: why we care, and why we don’t.
• Achim Heidelauf (HEATHRUN Game Consulting & Haemimont Games): MOTÖRIZING VICTOR VRAN – Merging a 40 year old b(r)and with an ARPG
Simon Butler (Tagmonkeys): “Graphics Vs Gameplay”:
Simon is flying over from Liverpool to share his experience with you. His talk “Graphics Vs Gameplay” outlines the beginnings of the games industry where it was impossible to disguise a bad game with good graphics. Afterwards he’ll discuss the number of games today where graphics take precedence over gameplay and highlight the birth of each new console where the emphasis is put on graphics capabilities at each launch.
Simon has many years of experience in the gaming industry and has developed over 300 titles that were published around the world. He worked as an art director, producer, game designer, artist, musician and narrative creator.
Mareike Ottrand, Alexander Pieper (Studio Fizbin): “Why Gamemakers should be Tinkerers at heart”:
Creativity often needs some sort of inspiration. In order to get some, we try to get as diverse input as we can. We often find ourselves experimenting with different painting styles or building prototypes out of baufix, paper and duct tape! With this talk we want to lure your inner child out of her/his cave to tinker around whenever you are in need of some creative inspiration. But beware, live tinkering includes the possibility of not-so-serious injuries through lower voltage shocks.
Mareike is responsible for Art Direction at Studio Fizbin, which she co-founded in 2011. Her diploma project ‘The Inner World‘ won several awards, including the ‘German Computer Game Award 2014‘, for which she now also does jury duty. In 2015 Mareike started teaching as a professor at the University of Applied Sciences in Hamburg focusing Games and interactive Illustration.
Alexander co-founded Studio Fizbin in 2011 and took over the role of the Technical Director and began working on his biggest project till then, “The Inner World”. It was released in 2013 and found its way through the App-Store and Steam to many players around the world. Right now he is working on Studio Fizbin’s newest project: „Beyond The Mountains“, an exploration focused game based on the world invented by the famous author H.P. Lovecraft.
Molly Heady-Carroll, Erik van Wees (Arcance Circus): “Your Greatest Asset When Making Games: YOU!”
A crash course on maximizing the most valuable resource you have as a designer: YOU! Learn to train creative instincts you can trust and how to take full advantage of your artistic merits. We want to inspire you to create more impactful games with a personal touch only YOU can provide!
Observing the existential purpose of an NPC.
How they affect our attitude and game mechanics.
Why we love them, or don’t, and about some we don’t even care.