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Keynotes 
Performances 
you don't want 
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Top industry thinkers join us for some provocative and timely talks and keynotes*! We’re featuring two days of talks around creative industries, community support, and tools & technologies. There’s something for everyone, from experienced designers and veteran artists to folks just getting started. IndieCade puts forward lessons and ideas from experts in their fields to kindle your creativity!

*The talks and keynotes will be in english.

Ian Livingstone

Life is a game

Ian Livingstone

Life is a game

Ian co-founded iconic games company Games Workshop in 1975, launching Dungeons & Dragons and Warhammer in Europe. He also co-authored gamebook series. He is the former Executive Chairman of Eidos and launched global video game franchises including Lara Croft: Tomb Raider.

About the keynote
This talk will propose oblique, deranged ways to rethink how, why, and for whom we make games. How can we maximize the developers happiness without reducing this diversity of voices, without surrendering to a "survival of the fittest logic", nor increase the power of platform capitalists?

2017-10-30 10:00:00 2017-10-30 11:00:00 Europe/Paris Life is a game | Lectures Indiecade Ian co-founded iconic games company Games Workshop in 1975, launching *Dungeons & Dragons* and *Warhammer* in Europe. He also co-authored gamebook series. He is the former Executive Chairman of Eidos and launched global video game franchises including *Lara Croft: Tomb Raider*. *About the keynote* This talk will propose oblique, deranged ways to rethink how, why, and for whom we make games. How can we maximize the developers happiness without reducing this diversity of voices, without surrendering to a "survival of the fittest logic", nor increase the power of platform capitalists? 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Jan David Hassel, InBetweengames

Gathering online community feedback before release and during Early Access

Jan David Hassel, InBetweengames

Gathering online community feedback before release and during Early Access

Jan David Hassel is co-founder and designer at Berlin indie game studio inbetweengames. The team recently released their first commercial title All Walls Must Fall on Steam Early Access. David previously worked within the AAA space at YAGER on games like Dead Island 2 and Spec Ops: The Line.

About the talk
David will talk about how the team at inbetweengames collected community and player feedback for their Early Access title All Walls Must Fall through Twitter, Facebook, forums, playtests, previews and the Stomt plugin and how this shaped the development process of the game.

2017-10-30 10:30:00 2017-10-30 11:00:00 Europe/Paris Gathering online community feedback before release and during Early Access | Lectures Indiecade Jan David Hassel is co-founder and designer at Berlin indie game studio inbetweengames. The team recently released their first commercial title *All Walls Must Fall* on Steam Early Access. David previously worked within the AAA space at YAGER on games like *Dead Island 2* and *Spec Ops: The Line*. *About the talk* David will talk about how the team at inbetweengames collected community and player feedback for their Early Access title *All Walls Must Fall* through Twitter, Facebook, forums, playtests, previews and the Stomt plugin and how this shaped the development process of the game. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Pierre Tarno

A Post-Mortem of Absolver

Pierre Tarno

A Post-Mortem of Absolver

Pierre Tarno is the creative director of Sloclap, a parisian game studio founded in 2015 by four experimented developers. The team is actually working on Absolver, an online action game released on PC and PS4 in august 2017.

2017-10-30 11:00:00 2017-10-30 11:30:00 Europe/Paris A Post-Mortem of Absolver | Lectures Indiecade Pierre Tarno is the creative director of Sloclap, a parisian game studio founded in 2015 by four experimented developers. The team is actually working on *Absolver*, an online action game released on PC and PS4 in august 2017. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Vincent Gault

3D Texturing: How Not To Kill Your Art Director

Vincent Gault

3D Texturing: How Not To Kill Your Art Director

Vincent Gault is a Technical Artist living in Barcelona, Spain. Before joining Allegorithmic in 2016 as Community Manager, Vincent has been assuming different Art Technical positions with Ubisoft and the mobile game studio Social Point. Far Cry 2 & 3 , James Cameron's Avatar are some of the games Vincent has the opportunity to work on.

About the talk
Defining art direction for an indie game is hard, yet extremely easy to destroy while in production – especially during the texturing phase. In this session, Allegorithmic technical artist and Substance Jedi Vincent Gault will share some tips and tricks for texture artists who want to up their game, and more importantly, preserve the visual identity of their project no matter what its size.

2017-10-30 11:00:00 2017-10-30 11:30:00 Europe/Paris 3D Texturing: How Not To Kill Your Art Director | Lectures Indiecade Vincent Gault is a Technical Artist living in Barcelona, Spain. Before joining Allegorithmic in 2016 as Community Manager, Vincent has been assuming different Art Technical positions with Ubisoft and the mobile game studio Social Point. *Far Cry 2* & *3* , James Cameron's *Avatar* are some of the games Vincent has the opportunity to work on. *About the talk* Defining art direction for an indie game is hard, yet extremely easy to destroy while in production – especially during the texturing phase. In this session, Allegorithmic technical artist and Substance Jedi Vincent Gault will share some tips and tricks for texture artists who want to up their game, and more importantly, preserve the visual identity of their project no matter what its size. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Pierre Corbinais, Oujevipo

Writing the real

Pierre Corbinais, Oujevipo

Writing the real

For seven years, Pierre Corbinais (Pierrec) has been covering small experimental/innovative/alternative/weird video games on his blog oujevipo.fr. He also documents alternative controllers and playful performances on ShakeThatButton.com and (co)created several video games such as ‘Til Cows Tear us Apart and Bury Me My Love.

About the keynote
How to write a true story, or at least a story that could be true? Tips & tricks & accidents that helped in the writing of Bury Me My Love.

2017-10-30 11:30:00 2017-10-30 12:00:00 Europe/Paris Writing the real | Lectures Indiecade For seven years, Pierre Corbinais (Pierrec) has been covering small experimental/innovative/alternative/weird video games on his blog oujevipo.fr. He also documents alternative controllers and playful performances on ShakeThatButton.com and (co)created several video games such as ‘Til Cows Tear us Apart and Bury Me My Love. *About the keynote* How to write a true story, or at least a story that could be true? Tips & tricks & accidents that helped in the writing of Bury Me My Love. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Zack Wood

Physical Game Sessions

Zack Wood

Physical Game Sessions

Zack is a game designer and artist from the US, currently based in Berlin. He’s been hooked on physical games ever since he first tried improv comedy in 2010. Since then he started making up his own ways of playing and has presented them at events around Europe.

About the game session
We’ll play a selection of simple games covering a variety of play styles. The goal is just to have fun! The games involve different amounts of physical activity (nothing too strenuous), but be prepared to move around at least a little bit.

2017-10-30 12:30:00 2017-10-30 14:00:00 Europe/Paris Physical Game Sessions | Lectures Indiecade Zack is a game designer and artist from the US, currently based in Berlin. He’s been hooked on physical games ever since he first tried improv comedy in 2010. Since then he started making up his own ways of playing and has presented them at events around Europe. *About the game session* We’ll play a selection of simple games covering a variety of play styles. The goal is just to have fun! The games involve different amounts of physical activity (nothing too strenuous), but be prepared to move around at least a little bit. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Dajana Dimovska, NapNok Games

Next Gen Games - Games You Play With The Next Generation

Dajana Dimovska, NapNok Games

Next Gen Games - Games You Play With The Next Generation

Dajana is Co-CEO and Bizdev at NapNok Games, an award-winning console games studio with a mission to create groundbreaking local/ social multiplayer experiences. As a cofounder of the Copenhagen Game Collective, she remains committed to helping to build the indie community.

About the talk
Most often next gen games are defined by next gen hardware; games with better graphics and more advanced tech that are pushing the envelope of immersion in games. This talk will approach "Next Gen Games" from the player perspective and explore the next generation player sub-group of experienced and inexperienced players playing together.

2017-10-30 13:30:00 2017-10-30 14:30:00 Europe/Paris Next Gen Games - Games You Play With The Next Generation | Lectures Indiecade Dajana is Co-CEO and Bizdev at NapNok Games, an award-winning console games studio with a mission to create groundbreaking local/ social multiplayer experiences. As a cofounder of the Copenhagen Game Collective, she remains committed to helping to build the indie community. *About the talk* Most often next gen games are defined by next gen hardware; games with better graphics and more advanced tech that are pushing the envelope of immersion in games. This talk will approach "Next Gen Games" from the player perspective and explore the next generation player sub-group of experienced and inexperienced players playing together. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Joe Hufton

The work of "Les Enfants Terribles"

Joe Hufton

The work of "Les Enfants Terribles"

Joe Hufton’s recent work includes THE COLLECTOR (The Vaults), PORTIA (Theatre503), MUCH ADO ABOUT NOTHING (Shakespeare in the Squares). He has worked extensively in immersive theatre and regularly for Les Enfants Terribles, most recently directing THE TIME PORTAL. He was associate director for the Olivier nominated ALICE’S ADVENTURES UNDERGROUND and DINNER AT THE TWITS’, and performance director for Secret Cinema’s BACK TO THE FUTURE.

2017-10-30 13:30:00 2017-10-30 14:30:00 Europe/Paris The work of "Les Enfants Terribles" | Lectures Indiecade Joe Hufton’s recent work includes THE COLLECTOR (The Vaults), PORTIA (Theatre503), MUCH ADO ABOUT NOTHING (Shakespeare in the Squares). He has worked extensively in immersive theatre and regularly for Les Enfants Terribles, most recently directing THE TIME PORTAL. He was associate director for the Olivier nominated ALICE’S ADVENTURES UNDERGROUND and DINNER AT THE TWITS’, and performance director for Secret Cinema’s BACK TO THE FUTURE. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Cassandra Khaw

Do the Damn Time

Cassandra Khaw

Do the Damn Time

Cassandra Khaw writes games, about games, and fiction that could be in games. When not otherwise writing, doing social media, or travelling, she can be found punching things and people in a Muay Thai gym.

About the talk
The idea of the overnight success is not rooted in myth. They do exist. But by and large, the majority of successful people are those willing to put in the time, hours, and discipline into perfecting a dream that did not come easy. This talk investigates the glamorisation of immediacy, relevant case studies, and why it is necessary to put the time into the things you hope to achieve

2017-10-30 15:00:00 2017-10-30 15:30:00 Europe/Paris Do the Damn Time | Lectures Indiecade Cassandra Khaw writes games, about games, and fiction that could be in games. When not otherwise writing, doing social media, or travelling, she can be found punching things and people in a Muay Thai gym. *About the talk* The idea of the overnight success is not rooted in myth. They do exist. But by and large, the majority of successful people are those willing to put in the time, hours, and discipline into perfecting a dream that did not come easy. This talk investigates the glamorisation of immediacy, relevant case studies, and why it is necessary to put the time into the things you hope to achieve 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Cliff Harris, Positech

How not to go bankrupt: surviving 20 years as an indie game developer

Cliff Harris, Positech

How not to go bankrupt: surviving 20 years as an indie game developer

Cliff started programming age 11, 36 years ago. After a number of other careers he worked at Elixir Studios and Lionhead and has a long career in Indie game development as owner of Positech, selling over a million games, and developing The Democracy games, and now the car factory simulation game Production Line.

About the talk
Not many indie devs have 20 years of experience in the industry, and somehow Cliff is still making indie games, and is amazingly not bankrupt. This talk explains how that can be done, and the things new indie devs need to know if they are going to survive in the industry that long, with information on profit, costs, sales and the chances of staying in business.

2017-10-30 15:00:00 2017-10-30 15:30:00 Europe/Paris How not to go bankrupt: surviving 20 years as an indie game developer | Lectures Indiecade Cliff started programming age 11, 36 years ago. After a number of other careers he worked at Elixir Studios and Lionhead and has a long career in Indie game development as owner of Positech, selling over a million games, and developing The Democracy games, and now the car factory simulation game Production Line. *About the talk* Not many indie devs have 20 years of experience in the industry, and somehow Cliff is still making indie games, and is amazingly not bankrupt. This talk explains how that can be done, and the things new indie devs need to know if they are going to survive in the industry that long, with information on profit, costs, sales and the chances of staying in business. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Sébastien Bénard, Motion Twin

Feels good man: making a game actually fun

Sébastien Bénard, Motion Twin

Feels good man: making a game actually fun

Sébastien works at Motion Twin as game designer and game developer. He participated in lots of game jams and won a few Ludum Dare. He likes balancing games, making a jump curve perfect and making sure that explosions feel badass in games he works on.

About thetalk
A short talk about feedbacks, core loop and dopamine...

2017-10-30 15:30:00 2017-10-30 16:00:00 Europe/Paris Feels good man: making a game actually fun | Lectures Indiecade Sébastien works at Motion Twin as game designer and game developer. He participated in lots of game jams and won a few Ludum Dare. He likes balancing games, making a jump curve perfect and making sure that explosions feel badass in games he works on. *About thetalk* A short talk about feedbacks, core loop and dopamine... 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Zoé Nguyen Thanh, Tequila Works

The art of The Sexy Brutale: Bringing spanish comics to the video game industry

Zoé Nguyen Thanh, Tequila Works

The art of The Sexy Brutale: Bringing spanish comics to the video game industry

As an illustrator, currently working at Tequila Works studio in Madrid, Zoe designs characters, backgrounds and helps establish the graphic chart that will define the project. After graduating from illustration school, Emile Cohl in France in 2012, she has worked on projects ranging from animation, storyboards and comic books. Inspired by narrative and interactivity, her animation background and cartoony style has found it’s place in the video game industry.

2017-10-30 15:30:00 2017-10-30 16:00:00 Europe/Paris The art of The Sexy Brutale: Bringing spanish comics to the video game industry | Lectures Indiecade As an illustrator, currently working at Tequila Works studio in Madrid, Zoe designs characters, backgrounds and helps establish the graphic chart that will define the project. After graduating from illustration school, Emile Cohl in France in 2012, she has worked on projects ranging from animation, storyboards and comic books. Inspired by narrative and interactivity, her animation background and cartoony style has found it’s place in the video game industry. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Adriel Beaver

Playformance: 29

Adriel Beaver

Playformance: 29

French non-binary trans artist, Adriel studied game art before working on video mapping. On his free time, he's a photographer, event organiser and occasional game developer, with a love for small, personal and autobiographical pieces.

2017-10-30 17:30:00 2017-10-30 18:00:00 Europe/Paris Playformance: 29 | Lectures Indiecade French non-binary trans artist, Adriel studied game art before working on video mapping. On his free time, he's a photographer, event organiser and occasional game developer, with a love for small, personal and autobiographical pieces. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Gaeel

Playformance: Frozen Synapse

Gaeel

Playformance: Frozen Synapse

Kevin makes gifs that you can play, kinda. I mean, they're video games, with scores and stuff, but things keep going flash-flash-flash, pew-pew-pew, and there's this cool effect with like circles, right? Kinemancy, creative coding...

2017-10-30 18:00:00 2017-10-30 18:30:00 Europe/Paris Playformance: Frozen Synapse | Lectures Indiecade Kevin makes gifs that you can play, kinda. I mean, they're video games, with scores and stuff, but things keep going flash-flash-flash, pew-pew-pew, and there's this cool effect with like circles, right? Kinemancy, creative coding... 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Lauren Q

Playformance: The Average Everyday Adventures of Samantha Browne

Lauren Q

Playformance: The Average Everyday Adventures of Samantha Browne

A lie is like a cat, you need to stop it before it gets out the door or it's really hard to catch. In this metaphor, Lauren is the cat and they're already outside the door. [A 20 something with things to say, sometimes.]

2017-10-30 18:30:00 2017-10-30 19:00:00 Europe/Paris Playformance: The Average Everyday Adventures of Samantha Browne | Lectures Indiecade A lie is like a cat, you need to stop it before it gets out the door or it's really hard to catch. In this metaphor, Lauren is the cat and they're already outside the door. [A 20 something with things to say, sometimes.] 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Nimasthir

Playformance: Dream Daddy

Nimasthir

Playformance: Dream Daddy

Nimasthir conducted a Master's thesis on the opportunity of diversity for the videogame industry, and now works as a Project Coordinator in a French studio. They are also a member of the queer and feminist hackerspace Le RESET based in Paris, and a long time queer games player.

2017-10-30 19:00:00 2017-10-30 19:30:00 Europe/Paris Playformance: Dream Daddy | Lectures Indiecade Nimasthir conducted a Master's thesis on the opportunity of diversity for the videogame industry, and now works as a Project Coordinator in a French studio. They are also a member of the queer and feminist hackerspace Le RESET based in Paris, and a long time queer games player. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Pitoum

Playformance: Flywrench

Pitoum

Playformance: Flywrench

Pitoum is a game designer and developer, member of the Klondike Collective. He made RMBR, Proetry and Milmiliar which are three projects based on litterature in general and OuLiPo's work. He also made - with others - several project around sexuality and how to push further the physical boudaries of the players. He likes all games, specially the one at which he fails.

2017-10-30 19:30:00 2017-10-30 20:00:00 Europe/Paris Playformance: Flywrench | Lectures Indiecade Pitoum is a game designer and developer, member of the Klondike Collective. He made *RMBR*, *Proetry* and *Milmiliar* which are three projects based on litterature in general and OuLiPo's work. He also made - with others - several project around sexuality and how to push further the physical boudaries of the players. He likes all games, specially the one at which he fails. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Corinne Fenoglio

Playformance: Where the Goats are

Corinne Fenoglio

Playformance: Where the Goats are

Corinne is passionate about nature, animals, music, art and above all stories. She loves to explore alternative ways to transmit a message or certain feelings, if it’s by games, videos, graphic novels or performing arts. She’s done street theater and played on the stage for many years; she’s worked on game projects with friends (Starpiercer, Shopping Spree) or on her own. She also writes and sings for the group Empty Cups. Grew up between Italy and California, Corinne is now staying in France to study Game Art and have fun creating.

2017-10-30 20:00:00 2017-10-30 20:30:00 Europe/Paris Playformance: Where the Goats are | Lectures Indiecade Corinne is passionate about nature, animals, music, art and above all stories. She loves to explore alternative ways to transmit a message or certain feelings, if it’s by games, videos, graphic novels or performing arts. She’s done street theater and played on the stage for many years; she’s worked on game projects with friends (*Starpiercer*, *Shopping Spree*) or on her own. She also writes and sings for the group Empty Cups. Grew up between Italy and California, Corinne is now staying in France to study Game Art and have fun creating. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Brie Code, Tru Luv Media

The Late Game

Brie Code, Tru Luv Media

The Late Game

Brie Code is a speaker, writer, game designer, and the CEO and creative director of Tru Luv Media, a video game studio making games with people who don't like games. Previously she was a lead programmer at Ubisoft Montreal on the soft, ethereal game Child of Light and three Assassin's Creed games.

About the keynote
We are already living in alternate realities through our phones and laptops and soon will be immersed in a mix of physical reality/AR/VR. What does this mean for the role and the responsibility of video games in our coming future? Are we headed for a dystopian future or can we use video games to imagine or perhaps even to bring a better world?

2017-10-31 10:00:00 2017-10-31 11:00:00 Europe/Paris The Late Game | Lectures Indiecade Brie Code is a speaker, writer, game designer, and the CEO and creative director of Tru Luv Media, a video game studio making games with people who don't like games. Previously she was a lead programmer at Ubisoft Montreal on the soft, ethereal game Child of Light and three Assassin's Creed games. *About the keynote* We are already living in alternate realities through our phones and laptops and soon will be immersed in a mix of physical reality/AR/VR. What does this mean for the role and the responsibility of video games in our coming future? Are we headed for a dystopian future or can we use video games to imagine or perhaps even to bring a better world? 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Martin Pichlmair

The Story of Copenhagen Game Collective

Martin Pichlmair

The Story of Copenhagen Game Collective

Martin Pichlmair is Head of the Games Programme at ITU Copenhagen as well as co-founder of the Vienna-based indie studio Broken Rules and member of the Copenhagen Game Collective. He has exhibited media art pieces around the globe, released games for consoles, PC and mobile, and has spoken at as well as organised industry and academic conferences, and eaten strange food wherever he was. Martin Pichlmair lives and works in Europe.

2017-10-31 11:00:00 2017-10-31 11:30:00 Europe/Paris The Story of Copenhagen Game Collective | Lectures Indiecade Martin Pichlmair is Head of the Games Programme at ITU Copenhagen as well as co-founder of the Vienna-based indie studio Broken Rules and member of the Copenhagen Game Collective. He has exhibited media art pieces around the globe, released games for consoles, PC and mobile, and has spoken at as well as organised industry and academic conferences, and eaten strange food wherever he was. Martin Pichlmair lives and works in Europe. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Lottie Bevan

Open production on Sunless Sea and Sunless Skies

Lottie Bevan

Open production on Sunless Sea and Sunless Skies

Lottie's the producer at Failbetter Games. She's produced Fallen London web, Fallen London mobile, Sunless Sea's Zubmariner expansion and Sunless Sea iPad edition. She's currently working on Sunless Skies, Failbetter's upcoming literary RPG, which is out now in Early Access. She's worked across a variety of promotional and commercial games since starting out as a client-games producer in 2014. She's been a games consultant for the Foreign and Commonwealth Office, a BAFTA Crew member, a STEM Ambassador and is now busy recovering from acute Horizon Zero Dawn addiction.

2017-10-31 11:00:00 2017-10-31 11:30:00 Europe/Paris Open production on Sunless Sea and Sunless Skies | Lectures Indiecade Lottie's the producer at Failbetter Games. She's produced *Fallen London* web, *Fallen London* mobile, *Sunless Sea's Zubmariner* expansion and *Sunless Sea* iPad edition. She's currently working on *Sunless Skies*, Failbetter's upcoming literary RPG, which is out now in Early Access. She's worked across a variety of promotional and commercial games since starting out as a client-games producer in 2014. She's been a games consultant for the Foreign and Commonwealth Office, a BAFTA Crew member, a STEM Ambassador and is now busy recovering from acute *Horizon Zero Dawn* addiction. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Tim

The Story of Copenhagen Game Collective

Tim

The Story of Copenhagen Game Collective

Tim Garbos (b. 1987) is from Frederiksværk. When Tim was a kid he dreamt of becoming a captain on a small boat. Today he is a game developer. At Triband Tim: is creative director, designs, codes and drinks mineral water with bubbles.

2017-10-31 11:00:00 2017-10-31 11:30:00 Europe/Paris The Story of Copenhagen Game Collective | Lectures Indiecade Tim Garbos (b. 1987) is from Frederiksværk. When Tim was a kid he dreamt of becoming a captain on a small boat. Today he is a game developer. At Triband Tim: is creative director, designs, codes and drinks mineral water with bubbles. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Katharine Neil

How I design gameplay progression

Katharine Neil

How I design gameplay progression

Katharine is an independent game developer who has worked in games since 1998. She alternates between game design, narrative design, programming and sound design. In the hope of one day escaping the confines of the AAA games industry, in 2004 she co-founded Australia’s indie games festival Freeplay, and now she is free.

About the talk
Gameplay progression can be difficult to document and a nightmare to model - especially for non-linear or open-world gameplay. Katharine demonstrates how she uses her own design tool Progressimo to design the progression for 2 contrasting design problems : a top-down shooter and nyamyam’s upcoming narrative game Astrologaster.

2017-10-31 11:30:00 2017-10-31 12:00:00 Europe/Paris How I design gameplay progression | Lectures Indiecade Katharine is an independent game developer who has worked in games since 1998. She alternates between game design, narrative design, programming and sound design. In the hope of one day escaping the confines of the AAA games industry, in 2004 she co-founded Australia’s indie games festival Freeplay, and now she is free. *About the talk* Gameplay progression can be difficult to document and a nightmare to model - especially for non-linear or open-world gameplay. Katharine demonstrates how she uses her own design tool Progressimo to design the progression for 2 contrasting design problems : a top-down shooter and nyamyam’s upcoming narrative game *Astrologaster*. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Miryam Houali, Accidental Queens

The building blocks of a Lost Phone game

Miryam Houali, Accidental Queens

The building blocks of a Lost Phone game

Once a freelance artist & graphic designer, Miryam had joined the team as an additional artist on A Normal Lost Phone and ended up co-founding Accidental Queens. Since then she has done 2D art, UI & graphic design, communication & community management for fake phone games.

About the talk
How do you design and build a fake phone interface providing all the necessary mechanics of a non-linear narrative investigation game? Diane Landais and Miryam Houali will build with you a very simple "lost phone" game (almost) from scratch, using Unity, some basic tools, and the practical feedback from their previous game A Normal Lost Phone.

2017-10-31 11:30:00 2017-10-31 12:00:00 Europe/Paris The building blocks of a Lost Phone game | Lectures Indiecade Once a freelance artist & graphic designer, Miryam had joined the team as an additional artist on *A Normal Lost Phone* and ended up co-founding Accidental Queens. Since then she has done 2D art, UI & graphic design, communication & community management for fake phone games. *About the talk* How do you design and build a fake phone interface providing all the necessary mechanics of a non-linear narrative investigation game? Diane Landais and Miryam Houali will build with you a very simple "lost phone" game (almost) from scratch, using Unity, some basic tools, and the practical feedback from their previous game *A Normal Lost Phone*. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Diane Landais, Accidental Queens

The building blocks of a Lost Phone game

Diane Landais, Accidental Queens

The building blocks of a Lost Phone game

Diane left her job as a gameplay & tools programmer to join the core team of A Normal Lost Phone. She is now 33% of Accidental Queens and 100% of its programming workforce. For almost 2 years, she has been helping the team create fake phones, fake apps, and fake digital lives, that hold real value.

About the talk
How do you design and build a fake phone interface providing all the necessary mechanics of a non-linear narrative investigation game? Diane Landais and Miryam Houali will build with you a very simple "lost phone" game (almost) from scratch, using Unity, some basic tools, and the practical feedback from their previous game A Normal Lost Phone.

2017-10-31 11:30:00 2017-10-31 12:00:00 Europe/Paris The building blocks of a Lost Phone game | Lectures Indiecade Diane left her job as a gameplay & tools programmer to join the core team of A Normal Lost Phone. She is now 33% of Accidental Queens and 100% of its programming workforce. For almost 2 years, she has been helping the team create fake phones, fake apps, and fake digital lives, that hold real value. *About the talk* How do you design and build a fake phone interface providing all the necessary mechanics of a non-linear narrative investigation game? Diane Landais and Miryam Houali will build with you a very simple "lost phone" game (almost) from scratch, using Unity, some basic tools, and the practical feedback from their previous game A Normal Lost Phone. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Joann Sfar

An unexpected conversation with Fabien Delpiano

Joann Sfar

An unexpected conversation with Fabien Delpiano

Cartoonist and comics writer, novelist, film director, columnist : the curriculum vitae of Joann Sfar is a Prévert-style inventory. In the 1990s, he contributed to renew the comic strip genre. He has more than a hundred albums to his credit, including The Rabbi's Cat, a serie he adapted in 2011, in an animated film that received a Cesar, a film distinction in France. A distinction he had already obtained for his film Gainsbourg : a heroic life, a biopic of the singer.

2017-10-31 13:00:00 2017-10-31 14:00:00 Europe/Paris An unexpected conversation with Fabien Delpiano | Lectures Indiecade Cartoonist and comics writer, novelist, film director, columnist : the curriculum vitae of Joann Sfar is a Prévert-style inventory. In the 1990s, he contributed to renew the comic strip genre. He has more than a hundred albums to his credit, including *The Rabbi's Cat*, a serie he adapted in 2011, in an animated film that received a Cesar, a film distinction in France. A distinction he had already obtained for his film *Gainsbourg : a heroic life*, a biopic of the singer. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Fabien Delpiano, Pastagames

An unexpected conversation with Joann Sfar

Fabien Delpiano, Pastagames

An unexpected conversation with Joann Sfar

Fabien Delpiano is the cofounder of Pastagames in 2000, a parisian game studio known for Rayman Jungle, Maestro ! Jump in Music, and Pix the cat.

2017-10-31 13:00:00 2017-10-31 14:00:00 Europe/Paris An unexpected conversation with Joann Sfar | Lectures Indiecade Fabien Delpiano is the cofounder of Pastagames in 2000, a parisian game studio known for *Rayman Jungle*, *Maestro ! Jump in Music*, and *Pix the cat*. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Heather Kelley

When Will Games Start Making Sense?

Heather Kelley

When Will Games Start Making Sense?

Heather Kelley is an award-winning game designer, media artist, and curator. She is a founder of the experimental game collective Kokoromi, with whom she produced and curated the renowned GAMMA events from 2006 to 2010, promoting experimental games as creative expression in a social context. Ms. Kelley was named by Fast Company magazine as one of 2011’s thirty most influential women in technology. In 2012, she co-curated Joue le jeu, a groundbreaking 5000 m2 exhibition of video games and commissioned play installations in Paris, France. Ms. Kelley’s extensive career in game development has included design and production of touchscreen vibrator controllers, AAA next-gen console games, interactive smart toys, mobile and handheld games, research games, installation games, and web communities for girls.

2017-10-31 14:30:00 2017-10-31 15:30:00 Europe/Paris When Will Games Start Making Sense? | Lectures Indiecade Heather Kelley is an award-winning game designer, media artist, and curator. She is a founder of the experimental game collective Kokoromi, with whom she produced and curated the renowned GAMMA events from 2006 to 2010, promoting experimental games as creative expression in a social context. Ms. Kelley was named by Fast Company magazine as one of 2011’s thirty most influential women in technology. In 2012, she co-curated Joue le jeu, a groundbreaking 5000 m2 exhibition of video games and commissioned play installations in Paris, France. Ms. Kelley’s extensive career in game development has included design and production of touchscreen vibrator controllers, AAA next-gen console games, interactive smart toys, mobile and handheld games, research games, installation games, and web communities for girls. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Sam Bompas

Quand les jeux auront-ils du sens?

Sam Bompas

Quand les jeux auront-ils du sens?

Bompas & Parr est surtout connu comme étant le principal expert dans la conception d'expériences multi-sensorielles. Le studio travaille avec des marques commerciales, des institutions artistiques, des clients privés et des gouvernements afin de délivrer des expériences émotionnelles percutantes à un public varié. Sam Bompas et Harry Parr ont d'abord connu la notoriété grâce à leur fabrication de gelée, mais leur commerce est rapidement devenu un studio de création à part entière offrant une variété de design culinaire, des conseils marketing et des expériences immersives dans un nombre varié d'industries.

2017-10-31 14:30:00 2017-10-31 15:30:00 Europe/Paris Quand les jeux auront-ils du sens? | Lectures Indiecade Bompas & Parr est surtout connu comme étant le principal expert dans la conception d'expériences multi-sensorielles. Le studio travaille avec des marques commerciales, des institutions artistiques, des clients privés et des gouvernements afin de délivrer des expériences émotionnelles percutantes à un public varié. Sam Bompas et Harry Parr ont d'abord connu la notoriété grâce à leur fabrication de gelée, mais leur commerce est rapidement devenu un studio de création à part entière offrant une variété de design culinaire, des conseils marketing et des expériences immersives dans un nombre varié d'industries. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Paolo Pedercini

Indiepocalypse Now: Mad Maxing the Attention Economy in the Age of Cultural Overproduction

Paolo Pedercini

Indiepocalypse Now: Mad Maxing the Attention Economy in the Age of Cultural Overproduction

Paolo is a game developer, artist and educator. He teaches game design at Carnegie Mellon University in Pittsburgh. Since 2003 with the "Molleindustria" he produces provocative games addressing issues of social and environmental justice, religion, labor, alienation.

About the keynote
We did it! We democratized the means of game production! Unfortunately, the time devoted to play hasn't increased much and we are left with a saturated, financially unsustainable market aka the Indiepocalypse.

2017-10-31 15:30:00 2017-10-31 16:30:00 Europe/Paris Indiepocalypse Now: Mad Maxing the Attention Economy in the Age of Cultural Overproduction | Lectures Indiecade Paolo is a game developer, artist and educator. He teaches game design at Carnegie Mellon University in Pittsburgh. Since 2003 with the "Molleindustria" he produces provocative games addressing issues of social and environmental justice, religion, labor, alienation. *About the keynote* We did it! We democratized the means of game production! Unfortunately, the time devoted to play hasn't increased much and we are left with a saturated, financially unsustainable market aka the Indiepocalypse. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe
Hector Bonte

Playformance: 29

Hector Bonte

Playformance: 29

When he studied Game Design, Hector always found himself working on the sound design and music of game projects he was involved in. He then decided to pursue his love of music instead. He is now a freelance composer for games (A Normal Lost Phone, Another Lost Phone) and films.

2017-10-31 17:30:00 2017-10-31 18:00:00 Europe/Paris Playformance: 29 | Lectures Indiecade When he studied Game Design, Hector always found himself working on the sound design and music of game projects he was involved in. He then decided to pursue his love of music instead. He is now a freelance composer for games (*A Normal Lost Phone*, *Another Lost Phone*) and films. 292 Rue Saint-Martin, 75003 Paris, France Indicade Europe