have an audience
listen and learn
eat your fill
brainstorm things with strangers
take some objects home with you.
WHAT TO EXPECT:
- microtalks (2-5 minute talks about whatever the speaker wants to share)
- longer talks generally ranging from 10-30 minutes. Past talks have been about Kickstarter principles, collaboration, post-mortems on successful projects, musical notation informing games, graphic design, how best to pitch to publishers...
- scheduled chit-chat breaks when you can eat, meet folk and ask questions based on speakers' talks
- roundtables/support-circles during which everyone will be able to vent and discuss hot topics
- speed-design sessions for folk to meet potential design partners, brainstorm and maybe prototype a new concept
- semi-anonymous walls of answers on which you can add your own contributions and see what other folk think
- redistribution of physical objects (no pressure to bring anything but everyone will leave with something)
Last year's schedule:
9:30 am - doors open. Folk arrive. Chat. Introductions. Icebreaker. Breakfast.
11am - welcome speech, microtalks (~3min each)
11:50 - break
12:10 - short talks
1:10 - lunch break (food, chat, redistribution of objects)
2:10 - short talks
3:00 - post-mortems / speed-designing sessions
4:00 - break/snacks
4:30 - group-led discussions / speed-designing sessions
6:30 - debrief
7pm - end of scheduled activities. Folk are then free to stick around for more chat, game collaboration, or playing of published games. Or to help finish the food.
Everyone is strongly encouraged to prepare a 1-3 minute 'micro-talk'. This is an opportunity to introduce yourself and/or a passion. These micro-talks are my personal highlight of the day, due to their diversity, and they provide fodder for chat immediately after.
These work out, thanks to wonderful people sharing their knowledge and experience. If you would like to have a discussion, hear a talk, or run a seminar on a topic, then let everyone know. Feel free to either message Bez, or solicit opinion in the forum below.
Any topic is welcome, whether an exploration of a thought, a post-mortem of an older game, a method of generating concepts, a new lens through which to create games, or something all about the art/graphic design/reviewing/marketing/publishing/rules writing/etc.
The exact schedule will be firmed up closer to the time. Whether you have an idea for a 1-hour participatory event, a group discussion, or a 10-20 minute talk, it's all fair game.
REDISTRIBUTION OF OBJECTS:
Everyone is encouraged to come with 3 games (or game-related things). These could be things you've published, games you no longer play, books about games, art books, or anything else that someone else may want. You will leave with 3 'new' things. If you have nothing to bring that is totally OK. There will be plenty to share regardless. Everyone will go home with new things.
EVERYONE IS WELCOME. Everyone is welcome to attend, speak and fully participate. We are intolerant of intolerance.
IT DOESN'T MATTER YOUR AGE, GENDER, RACE, OR HOW MANY GAMES YOU'VE WORKED ON. Everyone is respected, whether they've won multiple international prizes or they are just starting on their journey. Artists, publishers, designers, developers, reviewers, game enthusiasts, newcomers who are just excited to learn... everyone is welcome.
IF THE COST OF THE TICKET IS THE MAIN OBSTACLE TO YOUR ATTENDANCE, PLEASE GET IN TOUCH. I am willing to subsidise a few folk, no-questions-asked and can provide floorspace/couch for a few folk to sleep on.
NO PLAYTESTING. There are playtest sessions on Friday 17th (Waterloo) and Sunday 19th (Victoria). #BGDevCon is very specifically NOT about playtesting.
NO DIVISION BETWEEN SPEAKERS AND ATTENDEES. If you would like to talk, or run a workshop, just ask. If you would like to talk but are feeling nervous, I will try to help.