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Full Indie Summit 2016

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Hosted By
Alex V. and 4 others
Full Indie Summit 2016

Details

Attendance to The Full Indie Summit requires a ticket, which you can get here (https://www.eventbrite.ca/e/full-indie-summit-2016-tickets-25730359197).

This is going to be our monthly event for October. The Summit attracts over 550 attendees, local developers, and international indies. They all gather in one place to share their passion and ideas with each other.

Below is the full speaker lineup for this year's summit.

Nels Anderson (Firewatch) - Firewatch: Design Constraints in Narrative Exploration Games

The so-called "walking simulator" genre defies many typical game design conventions. Nels will discuss how the constraints of Firewatch's premise reached much further than imagined and how the team addressed these challenges.

Robin Baumgarten (Line Wobbler) - What's going on in the Hardware Game Scene

Robin talks about making experimental hardware games and custom controllers, its emerging scene, and why now is the best time ever to get into hardware development as an indie.

Kert Gartner (Fantastic Contraption) - Behind the Scenes: Making Mixed Reality Trailers

Being in VR is so different that it's hard to communicate the experience with traditional media. Learn how Kert created the mixed reality trailer for 'Fantastic Contraption' and how his team solved many VR specific post-production problems along the way.

Steve Swink (SCALE) - The Sidestep or How to skip the things that don’t work

In knowledge work - like game design - very few people are applying the power of deliberate practice. Game designer Steve Swink (SCALE) examines the idea of deliberate practice for game design.

Ryan Clarke (Crypt of the NecroDancer) - What Makes an Indie Hit?: How to Choose the Right Design
What do successful indie games have in common, and how can developers select designs that are more likely to lead to successful games?

Marc ten Bosch (Miegakure) - Making Games in Four Spacial Dimensions

Marc will show how he generalized 3D game engine concepts to four dimensions for the 4D game "Miegakure" and show how he designed levels in a 4D space.

Raphael van Lierop (The Long Dark) - Staggering Towards the Sublime

This talk walks through the process Raphael and his team went through to define the visual design of The Long Dark's iconic world, along with some analysis of mistakes they made along the way.

Zach Gage (SpellTower) - Let's get physical — lessons from the real world

What can videogame designers learn from traditional physical game components? What approaches work best, what problems can be solved, and what kind of expectations do players have?

Claris Cyarron (Silverstring Media) - Take a Walk(ing Sim) on the Weird Side: a guide to #altgames and you

What are #altgames? It depends on who you ask! In this short talk we will explore this loose collective of interactive digital artists and designers through three lenses: Mystical architectures, Art histories, and Queerness.

Hugh Monahan (Stellar Jockeys) - Smooth as the Titanic: What scuttled Brigador's Launch?

With a 94% positive rating on steam and metacritic tracked reviews as high as 90/100, Brigador wasn't a disaster, so why is it a commercial failure? Hugh will dissect the circumstances surrounding Brigador's development and launch from both marketing and design perspectives.

Kevin Regamy (Power Up Audio) - Effective Audio in Game Design

Join Power Up Audio's Kevin Regamey (and special guests) for a comprehensive examination of effective audio in game design.

Kayla Kinnunen - Beyond the Zombie Shooter: Unexplored possibilities in VR

Kayla will discuss the rise of VR to its current state and how this informs industry approaches to genres and themes. She’ll also look at unique experiences available across today’s VR space, as well as opportunities for future exploration.

For a full description of each speaker's talk, please visit our homepage (http://www.fullindiesummit.com/).

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