Jim Munroe – Hand Eye Test https://test.handeyesociety.com My WordPress Blog Sun, 15 Oct 2017 12:00:49 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.1 A Fond Farewell to Jim Munroe in 2018! https://test.handeyesociety.com/2017/10/15/fond-farewell-jim-munroe-2018/ Sun, 15 Oct 2017 12:00:49 +0000 http://handeyesociety.com/?p=25994 *** For maximum impact, we recommend that you cue this Youtube video up and listen to it in the background as you read the following post. ***

A message from Jim Munroe

I’d like to announce that at the end of this year, I’ll be stepping away completely from the Hand Eye Society. Since Sagan took over as executive director at the beginning of 2016, I have been working in a fundraising and partnerships role to improve the organization’s financial stability. I was able to focus on expanding our portfolio of funding, establish programming like Camp Make-a-Game with future revenue potential, and develop membership and studio membership support channels. Given that we’re feeling good about where we’re at financially (though it will be an ongoing challenge) and Sagan feels comfortable in the ED role, we’ve decided now is a good time for this change.

And this change has been a long time coming! There were 6 founders who started the organization — Raigan Burns and Mare Sheppard (Metanet), Jon Mak (Queasy), Jim McGinley (Big Pants), and Miguel Sternberg (Spooky Squid Games) — and I’m the last one to be actively involved in running it. When we started it in February 2009, all of us were (and are) practicing game makers and simply wanted to see the videogame arts flourish in the city. We were astonished at the response to this vision, and were able to build only thanks to this community support.

Many organizations never outlive their founders. The fact that after only eight years the organization is now run by people who discovered it through our programs and are inspired by our mandate is truly an ideal outcome.

This kind of community work takes a lot of energy, and a lot of faith, but in the end it all comes back to you. This project has been one of the most fulfilling I’ve ever been involved with, and I’m super-excited to see where the nextgen (and nextnextgen) Hand Eye Society goes!


A message from Sagan Yee

The end of an era is upon us! It’s with optimistic but bittersweet feels that we prepare to bid farewell to Jim Munroe, indie arts kingpin and the long-standing former Executive Director of the first 7 years of Hand Eye’s history. We’ve never known HES without him, so it truly is symbolic of how far we’ve come that we continue to move forward with an entirely different team than existed at the beginning. It’s going to be an exciting challenge, and we have the original co-founders and membership to thank for laying the foundations for a future full of possibilities.

On a personal note, Jim has always believed in my abilities to a degree that anyone should be fortunate enough to experience, especially as a woman in games during the early stages of her career. I’ve always felt free to make my own decisions, and more importantly, my own mistakes, which I think is a key part of the learning process. I can’t stress enough the empowerment that can come from a good mentor, and the value of a leader who is able to intuit when change is needed. As much as I’d like to hope that I’ve had some positive effect on the organization, it’s probably more accurate to claim the reverse: Working for the Hand Eye Society has been one of the most rewarding and challenging experiences of my life, and I’ll always be grateful to Jim for opening a door that I didn’t even realize was there.

The impact of the creativity and independent zeal that Jim has brought to the organization since its humble beginnings can’t be overstated. We wish Jim the best of luck, both with his creative projects as well as a new community resource he’s developing called the Game Arts International Network, and look forward to whatever the next adventure may bring!

]]>
Show Your Game to Humble Bundle! https://test.handeyesociety.com/2017/09/15/show-game-humble-bundle/ Fri, 15 Sep 2017 17:29:59 +0000 http://handeyesociety.com/?p=25906

Sat. Sept. 30th, 9pm
Electric Perfume (805 Danforth Ave, near Pape station)
FREE
RSVP

As we mentioned when we posted our first “indie industry” Kelly Wallick event on Monday, this month is all about bringing interesting & influential videogame folks to Toronto!

Massive player Humble Bundle announced at the last GDC that it’s getting into publishing games, and funding lead John Polson is coming to town and wants to see what developers here have made.

The event is happening at studio-gallery-lounge gamespace Electric Perfume and will consist of one minute peeks at games, either completed or in progress, projected on the wall. Who gets to show off their game to John and the community? YOU DO!

Submit Your Clip by Thursday Sept 28th!

Due to the 1 minute format we figure we can accommodate ALL games submitted. We’ve never done this before — it’s a unique opportunity to get your game in front of John from Humble, but also a bunch of your peers and potential collaborators.

To keep things convivial, we’ll have a delightful host Shaun Hatton MCing and delicious beer from Halo Brewery available for sale!

Thanks to our sponsor EGLX!

]]>
Apply to Our New OMDC/HES Business Skills Program https://test.handeyesociety.com/2017/08/24/apply-new-omdches-business-skills-program/ Thu, 24 Aug 2017 15:58:19 +0000 http://handeyesociety.com/?p=25832

Here in Toronto we’ve developed a rich videogame art scene and a vibrant interactive digital media industry, but how will it continue to thrive as the international market gets increasingly saturated? We think a part of the answer is a focus on business skills, and we are partnering with the Ontario Media Development Corporation to run a program to give promising young game creators and developers a leg-up in our changing world. It’s OMDC’s IDM Fund Futures program.

Participants who complete the program will be eligible to submit an application to the OMDC IDM Fund Concept Definition or Production programs starting in the Spring 2018 deadline. They will also have the opportunity to submit an application to receive one of a limited numbers of grants to assist with product development (administered by the OMDC).

Additionally, participants will  meet international experts like Kelly Wallick (IGF Chairperson, Indie Megabooth) and John Polson (Humble Bundle, ALT.CTRL), learn from the experience of locals like Alex Jansen (Pop Sandbox) and Rob Segal (Get Set Games), and develop pitch and business assets they can use. They’ll also make critical connections with fellow participant peers facing similar challenges.

The sessions will run over six weeks on Sunday afternoons starting Sept 24th and will cover the following subjects:

  • Pitching and Financing: Funding Sources, Publishers, Tax Credits, Deferrals
  • Legal: Incorporation, Insurance, and Contracts
  • Budgeting: Payroll, Cash Flow & Accounting
  • Production Methodology: Scaling Up, Hiring, Timelines/Schedules
  • Audience Connection: Community Building, Publicity & Marketing
  • Strategy: Designing Your Company & Alternate Income Streams

We are developing a curriculum from scratch using interviews with experienced game creators to uncover what are the most critical and useful business learnings for people in our region, from tax credits to connecting with an audience. One representative from each company or team will be accepted, and they will be working on one game idea throughout the program.

This program could be a good fit for you if:

  • You have an awesome game prototype with commercial potential -OR- you’ve made game prototypes in the past and have an idea for a game with commercial potential
  • You have less than 3 years of full time industry experience
  • You are available to attend the weekend sessions in Toronto
  • You can commit to 3-4 hours a week for the hands-on assignments
  • You are an Ontario resident

APPLY BEFORE SEPT 10th HERE!

There is no cost to apply. If selected, you will be required to become a Hand Eye Society member ($7/month) and pay a $100 deposit that will be returned to you on successful completion of the program. As we only have 6 spots available, we want to ensure that all the spots are filled by participants who are committed to finishing the course.

Selections will be made by Hand Eye Society staff in consultation with the OMDC with an eye towards cultural innovation and viability. If you are not selected or it’s not quite the right fit for you, never fear! The Hand Eye Society will be doing videogame arts workshops throughout the year aimed at a variety of experience levels and approaches (commercial/non-commercial). Make sure you’re signed up to our mailing list to be notified, as they tend to fill up fast.

Get in touch with jim@handeyesociety.com with any questions.

]]>
The Camp Make-a-Game Supporters! https://test.handeyesociety.com/2017/06/08/camp-make-game-supporters/ Thu, 08 Jun 2017 16:02:49 +0000 http://handeyesociety.com/?p=25486

We’re all set for our first full month of Camp Make-A-Game in July!

Our unique full-day week-long kids program that combines indoor screen game design instruction with outdoor, playground-based game design instruction is happening all over the city. More info and a video here.

This summer camp is FREE, and we’re bringing it to under-served neighbourhoods — with the Toronto Public Library!

We’re able to do these free programs thanks to our incredible support from local game studios, who leapt at the chance to send a kid to camp.

Lead Sponsor:

Studio Membership Supporters:

 

 

(Want to join these esteemed ranks? Find out more about membership here!)

Thanks to Matt Hammill for Camp Make-a-Game’s amazing visual identity!

]]>
Announcing Camp Make-a-Game! https://test.handeyesociety.com/2017/01/18/announcing-camp-make-game/ Wed, 18 Jan 2017 15:42:13 +0000 http://handeyesociety.com/?p=25082

Building on the success of our Game Curious and Games for Dorset Park programs, The Hand Eye Society is starting a week-long full-day summercamp for kids 8-12. It’s called Camp Make-a-Game!

Mornings are spent indoors with digital screen instruction, teaching kids to use point-and-click game creation tools. Because these tools don’t require coding, most of the instruction can focus on design principles like game mechanics or game feel and not just be focused on technical hurdles. Afternoons are spent outdoors, discussing and playing physical games like tag and soccer — and then the kids will re-design the rules and play the modified games, learning about design while getting some exercise. By the end of the week they’ll be game makers!

UPDATE: REGISTER FOR THE FIRST TWO WEEKS IN JULY HERE!

[button size=”medium” icon=”” target=”_self” hover_type=”default” align=”center” text=”Future camp mailing list” link=”http://eepurl.com/b6I5ZT”]

We prototyped our unique indoor/outdoor format last August with the support of our partners the Toronto Public Library, Asteroid Base and Ubisoft Toronto. Watch the video below for a taste of the camp!

Interested in partnering or sponsorship opportunities? We’d love to chat at jim@handeyesociety.com.

The amazing visual identity of Camp Make-a-Game was created by Matt Hammill of Asteroid Base!

]]>
Videogame Arts Around the World in 2016 https://test.handeyesociety.com/2016/12/29/videogame-arts-around-world-2016/ Fri, 30 Dec 2016 00:09:13 +0000 http://handeyesociety.com/?p=25019 As the last post recapped, we were pretty busy in Toronto in 2016. One of the things that keeps us inspired is seeing what other people are doing in the videogame arts community internationally — it shows us that we’re part of a growing movement of collectives and organizations that view videogames through an arts and culture lens. Plus last year many of our international game pals suggested some of the games we ended up featuring in the Hand Eye Society Ball!

We put a call out to like-minded groups for their 2016 highlights and got a dozen responses covering cities like Montreal, Amsterdam, Buenos Aires, New York, Milan, Melbourne, Brighton, Utrecht, Vancouver and Berlin. Enjoy!

Pietro Righi Riva from Italy writes: “In September, the Milano Game Festival offered an entirely new format – a real play hall with many seats, similar to a movie theater, in which to dedicate the right amount of time to enjoying immersive interactive experiences. For one week, all participants played each night a different game for two hours, met the authors, and shared a common experience to discuss and remember. (photo by Alex Camilleri)”


Marina Pecoraro from Brazil writes: “BIG Festival (Brazil’s Independent Games Festival)  is the first festival in the marked focused on the independent production of games in Brazil and the only one in Latin America. In its fourth edition, BIG has consolidated in 2016 as the largest business HUB in Latin America for local and international developers. Take a look at the video of the last edition. Next year BIG Festival is gonna happen from June 24th to July 2nd, in Sao Paulo, Brazil.”


Lauren Gardener from NYC writes: “This was from Kara Stone’s ‘Mystical Digital’ exhibit at Babycastles back in May. Photo by Emi Spicer.”


Davis Cox from New York City writes: “I curated ArtCade this fall for CultureHub in La MaMa Theater for our second year, with nearly 30 titles selected from multiple organizations, including Sheep’s Meow, Finji, NYU Games Center, and Games for Change. Panels during the weekend included discussions on the independent games marketplace, journalism, and an in-depth artist spotlight on Robert Yang – videos are located here.”


Chad Toprak from Melbourne writes: “This year my lovely team and I put together Contours, a month-long videogame exhibition in partnership with the City of Melbourne. Contours explores a brief history of the fringes of independent games in Melbourne and Australia. The exhibition has a large variety of work on display, including playable games, artwork, photography, videos, sculptures, zines, artifacts and other cultural gems. The curated selection ranges from quirky to provocative, personal to political, inspirational to festive, demonstrating the unique variety of grassroots Australian independent games. We also had several feature nights throughout the month, including an In Conversation series with three very special guests as well as a New Arcade night with Australian local multiplayer games. Check out photos from the Opening Night and New Arcade Night. We’re also working on an exhibition catalogue that’ll be available on our website.”

Kitty Calis from Utrecht writes: “BROEIKAS was a three-month pop-up exhibition and workspace in the back of cafe BROEI. At its heart, BROEIKAS was a simple idea that arose from games being still intimidating to the outside world, not knowing that they can be more than Call of Duty. With free workspace for local designers and an exhibition of independent games, a bridge was created between developers and coffee lovers.”


Zuraida Buter writes: “In 2016 zo-ii curated Incubate Arcade together with Reverse Landfill for the Incubate festival in Tilburg (NL). Incubate Arcade 2016 explored intimacy, alternative controllers and the work by female indie devs in a 4-day exhibition with 35+ games & installations. During Incubate Arcade: Conversations, (international) artists shared their ideas and experiences with the audience through workshops, panels and talks.  zo-ii curates and documents events focused on playful culture and games. Check out the events calendar with events from around the world!”

Iris Peters from Amsterdam writes: “With Playful Arts Festival we ran a couple of events in 2016. We focused on the playful body this year and hosted masterclasses, workshops, talks and playful experiences in collaboration with other festivals. We also commissioned a playful labyrinth and worked with different universities & art schools, culminating in a one day event called Playful Arts Sessions, pictured above. Playful Arts Festival explores the intersection of interactive performing arts, visual art and playful design with a focus on social interaction and is an initiative of zo-ii and Wave of Tomorrow.”

Lorenzo Pilia writes: “The 5th edition of the A MAZE International Independent Videogames Festival took place in late April, as part of the International Games Week Berlin, attracting artists from all over of the world. It featured 3 days and nights of games (indoors, outdoors, in a pool!), talks, panels, workshops, screenings, awards, performances, parties, watermelons and the usual unclassifiable stuff which makes the event unique, such as Sos Sosowski’s Fire Truck Open Sound System (pictured above, image by Jens Keiner – see more here).”

Rebecca Cohen Palacios from Montreal writes: “Pixelles,​ in collaboration with​ Festival Montréal Joue​ and WB Games Montreal​, celebrated ​sixteen new makers who created their first game, from start to finish, in just six weeks. ​​With over 200 people attending the Pixelles Game Incubator showcase, we’re proud to have such a supportive community welcome new game developers to this medium. Bonus: PBS’ Qulture even featured this as a part of their documentary.”

Jo Summers from Brighton England writes: “As part of the Spring Forward Festival, and Women’s History Month, Press Fire to Win hosted Pixels and Prosecco, an evening of talks from women who create games, playful experiences and events, with fizzy wine and cake.  Speakers included: Alex Grahame, Helen Kennedy, Mink ette and Maf’j Alvarez. Photos here.  Pop up Arcade returned again to Brighton Digital Festival – bigger than ever before.  Featuring and supported once again by Unity. Photos here.”


Lujan Oulton from Buenos Aires writes: “Game on! El arte en juego organized a series of talks and game jams promoting women’s involvement in videogames and the use of games for serious causes. The highlight of the year was the ‘Sex & Games Jam’ promoting sexual rights and gender equality. ”

Last but not least, Ian Nakamoto from Vancouver sent some nice pics from the 3D modelling course he ran for Game Curious Vancouver! Many thanks to Maurice Grela, Leanne Roed and the Richmond Public Library team for coordinating the West Coast iteration of the Game Curious initiative.

Want more international inspiration? Check out our 2015 post. Do cool game arts stuff and would like to be included in a round-up next year? Email us!
]]>
WordPlay London Photo & Video Recap https://test.handeyesociety.com/2016/12/01/wordplay-london-photo-video-recap/ Thu, 01 Dec 2016 18:32:13 +0000 http://handeyesociety.com/?p=24917 WordPlay 2016 was held on the 19th of November at the British Library in London as part of International Games Day @ your Library. Throughout the day over 150 people joined us to participate and enjoy our celebration of writerly games.

wordplaylondon1

We took over 3 spaces in the library to host talks, workshops and the interactive fiction showcase.  

wordplaylondon7

We also shared some space alongside the British Library, hosting boardgames, generative poetry and games from the off the map competition and the National Archive Steam Punk jam.

See more photos of the day on Press Fire to Win’s flickr album.

Our schedule of talks throughout the day included:

The City is your Playground: Games Played in Public

Holly Gramazio – director of game design for Matheson Marcault, with a particular interest in site-specific work and physicality.
Tom Williams – Designer of mystery events and immersive treasure hunts.
Hannah Nicklin – Writer, game designer, academic, producer and artist working in game design.
Mink Ette – Digital storyteller specialising in interactive experiences, particularly around escape rooms.

As a designer, pervasive games allow you to use the greatest set of all — the real world — already pre-populated by unpaid extras! Moderated by Paul Callaghan.

See a video of this talk, and a storify.

Not Losing the Point with A Normal Lost Phone

Rafael Martinez-Jausoro

Rafael explains how they found a balance between a social impact message and engaging gameplay by using narrative and an original point of view with A Normal Lost Phone.

See a video of this talk, and a storify.

wordplaylondon3Standard Structures in Choice-Based Games

Hannah Powell-Smith

While choice-based games are simpler in form to systems-based games, there is a considerable variety of structure that impacts player experience.

See a video of this talk and a storify.

wordplaylondon4Crafting Interactive Fiction Tools

Richard Bartle, co-creator of MUDs, or Multi-User Dungeons;
Jon Ingold, whose company released Inkle and Ink;
Juhana Leinonen, co-creator of Texture;
Emily Short, who was closely involved with the development of Inform 7.

What motivates people to make interactive fiction tools, and what encourages people to use them?

See a video of this talk, and a storify.

wordplaylondon5

Practical Considerations of Writerly Games

Olivia Wood, writer and editor at Failbetter Games
Haley Uyrus, marketer at Failbetter Games
Adrian Hon, CEO at Six to Start
Rob Sherman, writer at Bonfire Dog

A panel of seasoned writerly games types discuss some nitty gritty issues: funding possibilities, useful production tools and methods, and how to connect with an audience.

See a video of this talk, and a storify.

Worldbuilding with Words

Hannah Powell-Smith, Twine creator
Nate Crowley, dystopic Twitter writer
Helen Carmichael, historical game writer
Jon Green, gamebook author

Creators of interactive fiction, prose-forward games, Twitter microfictions and gamebooks discussed the challenges and joys of using words to evoke historical eras and weird universes.

See a video of this talk.

wordplaylondon6

We also held workshops teaching Texture, Twine and Inform.

Showcase

This year’s showcase had over 120 submissions — more than double the year before!  Well done to our 27 selections:

A Normal Lost Phone – by Accidental Queens

Apartment 613 – by Carlos Ramírez, Isabel Cano, Carlos G. Gurpegui and Samuel Fiunte

Arcane Intern (Unpaid) – by Astrid Dalmady

Birdland – by Brendan Patrick Hennessy and Izzy Marbella

Draculaland – by Robin Johnson (with thanks to Chandler Groover and Luke Jones for testing, and to Eve)

Emily is Away – by Kyle Seeley

Emoji Shakespeare – by Arzamas academy, The British Council

Event[0] – by Ocelot Society

Far from Noise – by George Batchelor and Geoff Lentin

Hana Feels – by Gavin Inglis, Scribble Imp and Stephen Redman

Invasion – by Cat Manning and Kerstin Hall

Laid Off from the Synesthesia Factory – by Katherine Morayati

Midnight. Swordfight. – by Chandler Groover

Open Sorcery – by Abigail Corfman

SwapTales: Leon – by Witty Wings

Tectr – Claris Cyarron, Lucas J.W. Johnson, Ken Glass and Megan Furesz

Text Quest – by Chris Ingerson

The Wild Eternal – by Ilsanjo

Trawl – by Daniel Gallagher and Nathan Gallardo

Two Interviewees – by Mauro Vanetti, Emanuele Klemp, Tommaso Annoni, figuredisfondo, Tania Ziegler and Phoebe Revolta

Typoman – by Brainseed Factory

wordplaylondon10Wheels of Aurelia – by Santa Ragione

When acting as a particle – by David T. Marchand

Which Passover Plague Are You? – by Veve Jaffa

Winter – by Joost Vandecasteele and Happy Volcano

Word After Word – by Jonah Warren

youarearock – by Sa Friend

wordplaylondon8

 

 

Thanks

This event could not have taken place without the following people, so great thanks to:

Our Programming Committee :

Emily Short
Adrian Hon
Alexis Kennedy
Stella Wisdom
Jim Munroe
Sharna Jackson

Our Showcase Judges :

John Rathiganthan
Kaitlin Tremblay
Andrew Plotkin
Liz England
Robert Yang
Merritt Kopas
Sarah Cole
Jo Summers
Gary Green
Jerry Jenkins

Festival Director :

Jo Summers

Technical Coordinator :

Sarah Cole

Our volunteers :

Tom Betts
Johannes Brunnhuber
Annora Eyt-Dessus
Tom Godden
Carlos Godoy
Becky Leigh
Daniel Mcmahon
Geziena Mallett
Ben Meredith
Ignas Vieversys

Banner Artwork :

daragold.ca

Festival Identity :

beehivedesign.com

Founder :

Jim Munroe

 

If you have any feedback about the event or have an enquiry about future events, get in touch by emailing wordplaylondon@handeyesociety.com

]]>
Watch WordPlay London Now https://test.handeyesociety.com/2016/11/19/watch-wordplay-london-now/ Sat, 19 Nov 2016 11:00:15 +0000 http://handeyesociety.com/?p=24904 wordplaylondon

WordPlay London is in session at the British Library!

We will be streaming the sessions at http://wordplay.london/live , and it will be archived there as well.

Feel free to to use the #WordPlayFest hashtag on Twitter!

Schedule

(converted to Eastern Standard Times)

6.15 – 6.30am Welcome

6.30 – 7.15am The City is your Playground: Games Played in Public
As a designer, pervasive games allow you to use the greatest set of all — the real world — already pre-populated by unpaid extras! A variety of public game creators discuss the particular affordances and considerations they have to keep in mind when designing outside-of-the box narrative experiences.
Holly Gramazio – director of game design for Matheson Marcault, with a particular interest in site-specific work and physicality.
Tom Williams – Designer of mystery events and immersive treasure hunts.
Hannah Nicklin – Writer, game designer, academic, producer and artist working in game design.
Mink Ette – Digital storyteller specialising in interactive experiences, particularly around escape rooms.

7.45 – 8.10am Not Losing the Point with A Normal Lost Phone (Rafael Martinez-Jausoro)
One of the people behind A Normal Lost Phone (pictured above) explains how they found a balance between a social impact message and engaging gameplay by using narrative and an original point of view.

8.10 – 8.35am Standard Structures in Choice-Based Games (Hannah Powell-Smith)
While choice-based games are simpler in form to systems-based games, there is a considerable variety of structure that impacts player experience. Learn and be inspired by examples of the Branch-and-Bottleneck, the Time Cave, and the Gauntlet!

9.00 – 9.45am Crafting Interactive Fiction Tools
“We become what we behold. We shape our tools, and thereafter our tools shape us.”
― Marshall McLuhan
What motivates people to make interactive fiction tools, and what encourages people to use them?
Richard Bartle, co-creator of MUDs, or Multi-User Dungeons;
Jon Ingold, whose company released Inkle and Ink;
Juhana Leinonen, co-creator of Texture;
Emily Short, who was closely involved with the development of Inform 7.

10.15 – 11.00am Practical Considerations of Writerly Games
Because creating interactive fiction is challenging, with no straightforward path, we’ve assembled a panel of seasoned writerly games types to discuss some nitty gritty issues: funding possibilities, useful production tools and methods, and how to connect with an audience.
Olivia Wood, writer and editor at Failbetter Games
Haley Uyrus, marketer at Failbetter Games
Adrian Hon, CEO at Six to Start
Rob Sherman, writer at Bonfire Dog

11.15 – 12.00pm Worldbuilding with Words
Creators of interactive fiction, prose-forward games, Twitter microfictions and gamebooks discuss the challenges and joys of using words to evoke historical eras and weird universes.
Hannah Powell-Smith, Twine creator
Nate Crowley, dystopic Twitter writer
Helen Carmichael, historical game writer
Jon Green, gamebook author

]]>
WordPlay London Programming Update https://test.handeyesociety.com/2016/11/07/wordplay-london-programming-update/ Mon, 07 Nov 2016 14:15:09 +0000 http://handeyesociety.com/?p=24852 details from A Normal Lost Phone

WordPlay London happens at the British Library this Saturday!

The British Library
96 Euston Road, NW1 2 London, United Kingdom
10am-6pm, Free
Workshops in Dickens room, Panels/talks in Bronte, Showcase in the Mezzanine
RSVP to our Facebook event

Attendees will get a chance to learn authoring tools like Twine, Texture, and Inform in our hands-on workshops (PRE-REGISTER HERE), as well as try a variety of games in our juried showcase. Our programming committee — Adrian Hon (Six to Start), Sharna Jackson, Alexis Kennedy (Failbetter founder/Weather Factory), Jim Munroe, Emily Short, and Stella Wisdom (British Library) — have crafted some great sessions:

11.15 – 11.30 Welcome

11.30 – 12.15 The City is your Playground: Games Played in Public
As a designer, pervasive games allow you to use the greatest set of all — the real world — already pre-populated by unpaid extras! A variety of public game creators discuss the particular affordances and considerations they have to keep in mind when designing outside-of-the box narrative experiences.
Holly Gramazio – director of game design for Matheson Marcault, with a particular interest in site-specific work and physicality.
Tom Williams – Designer of mystery events and immersive treasure hunts.
Hannah Nicklin – Writer, game designer, academic, producer and artist working in game design.
Mink Ette – Digital storyteller specialising in interactive experiences, particularly around escape rooms.

12.45 – 1.10 Not Losing the Point with A Normal Lost Phone (Rafael Martinez-Jausoro)
One of the people behind A Normal Lost Phone (pictured above) explains how they found a balance between a social impact message and engaging gameplay by using narrative and an original point of view.

1.10 – 1.35 Standard Structures in Choice-Based Games (Hannah Powell-Smith)
While choice-based games are simpler in form to systems-based games, there is a considerable variety of structure that impacts player experience. Learn and be inspired by examples of the Branch-and-Bottleneck, the Time Cave, and the Gauntlet!

2.00 – 2.45 Crafting Interactive Fiction Tools
“We become what we behold. We shape our tools, and thereafter our tools shape us.”
― Marshall McLuhan
What motivates people to make interactive fiction tools, and what encourages people to use them?
Richard Bartle, co-creator of MUDs, or Multi-User Dungeons;
Jon Ingold, whose company released Inkle and Ink;
Juhana Leinonen, co-creator of Texture;
Emily Short, who was closely involved with the development of Inform 7.

3.15 – 4.00 Practical Considerations of Writerly Games
Because creating interactive fiction is challenging, with no straightforward path, we’ve assembled a panel of seasoned writerly games types to discuss some nitty gritty issues: funding possibilities, useful production tools and methods, and how to connect with an audience.
Olivia Wood, writer and editor at Failbetter Games
Haley Uyrus, marketer at Failbetter Games
Adrian Hon, CEO at Six to Start
Rob Sherman, writer at Bonfire Dog

4.15 – 5.15 Worldbuilding with Words
Creators of interactive fiction, prose-forward games, Twitter microfictions and gamebooks discuss the challenges and joys of using words to evoke historical eras and weird universes.
Hannah Powell-Smith, Twine creator
Nate Crowley, dystopic Twitter writer
Helen Carmichael, historical game writer
Jon Green, gamebook author

We will be streaming and archiving the sessions online — keep an eye on our Youtube channel for that.

]]>
Need Help Connecting with an Audience? https://test.handeyesociety.com/2016/09/28/need-help-connecting-audience/ Wed, 28 Sep 2016 15:57:36 +0000 http://handeyesociety.com/?p=24588 interact_oct2016_banner_600x300-v2

We’ve noticed in the community that people are facing real challenges with getting their game noticed these days. Unlike a few years ago, there are a lot of games being released — the market is as saturated as other mediums like movies and music.

Even the Heritage Minister Mélanie Joly is talking about the need for change. “We have to stop being humble and sell it on the international stage,” she says here.

As a videogame arts organization, we don’t judge a game by its profits, but we see a missed opportunity to be part of the international cultural conversation when our country’s quality work isn’t connecting with an audience.

So, we’re joining forces with Interactive Ontario to do an event on October 12 called Building an Audience for Your Game.

It’s focused on getting marketers on board as part of game making teams at an early stage — where there’s time for them to be creatively and personally invested, and not just being brought in as a hired gun as the end of the process.

This is the format: 10 game creators will be presenting what they think is interesting about their game in 5 minutes. Couple slides, no big deal, and the project can be at any stage. Note that this isn’t a pitch.

Then, each creator will talk to 10 marketing people to get top-of-head marketing advice and insight, to get a sense of where they’re coming from. We will be screening the marketers for passion about games and experience, though not requiring specific games experience if people have ideas around new audience development. We anticipate that this will lead to a few good fits and fruitful collaborations!

To participate please fill out one of these forms.

Game creator application form

Marketer application form

Deadline is a week today, Wed. Oct. 5th. You can email us if you have questions.

helogo-newtype-01-300x144

iologo_wordmark-300x82

]]>