Indie Tech Talks
The Game Innovation Lab in collaboration with Babycastles hosts a series Indie Tech Talks. Pioneers and influential developers in the field of gaming talk to the audience about their work, followed by an informal talk with our host and Assistant professor at NYU Polytechnic School of Engineering, Andy Nealen. Stay tuned to our website for more exciting events happening in the Game Innovation Lab.
Scott Anderson, creator of Shadow Physics, spoke about using technology for gameplay innovations, specifically signed distance fields.
Kaho Abe is currently the Artist in Residence at the Game Innovation Lab at NYU Poly, where she researches and builds games that utilize technology to bring people together face to face.
Kevin talks about his work, why he thinks it might be time for a 3D revolution in the indie scene, and the benefits of being a mediocre programmer.
Ivan Safrin takes a look at the motivation behind writing a cross-platform development framework from scratch, discusses why open source tools are key to the future of independent game development and attempts to answer once and for all if it's a really good or a really terrible idea to spend years reinventing the wheel.
Cindy Poremba is interested in the intersection between creation practices and technology– specifically how meaning is read through digital technologies. Her research explores documentary in videogames and digital media, art and independent videogames (particularly the new arcade movement), emerging artistic/cultural practice related to photography, videogames and robotic technologies, and research-creation methodology in interactive art and design.
Indie Tech Talk 06 was cancelled due to Hurricane Sandy
Brooklyn-based game developer and musician Noah Sasso discusses the interesting challenges that come with building and tuning a competitive multiplayer fighting game, as compared to the other types of games he has worked on. He also demonstrates the effects of tuning by modifying the source code live, and discusses how his musical background has influenced his approach to game development.
Zach Gage is a game designer, programmer, educator, and conceptual artist from New York City. His work often explores the power of systems, both those created by social interaction in digital spaces, and those that can be created for others, through the framing of games.
Game developer and educator Dona Bailey discusses how she created the classic arcade game Centipede at Atari in the early 80's, how she came to leave the company afterwards, and how these experiences have informed her thoughts on education and technology.
Don Miller discusses the 6502, the 8-bit microprocessor responsible for your fondest childhood memories: the Nintendo Entertainment System, Atari 2600, Commodore 64, and Apple IIe. More than just a tech talk, he will covers the beauty of Assembly Language programming and why having a low-level understanding of hardware is awesome.
Independent game maker Adam “Atomic” Saltsman will talk about his evolving relationship with “Mainstream Game Culture,” and what “Mainstream” even means these days. Saltsman will explain what factors are changing the Indie and Mainstream scenes, and break down what that means to him in practical terms.
New York-based game developer and member of The SportsFriends Ramiro Corbetta discusses the development of his local multiplayer abstract sports game Hokra, transitioning from being a game designer to an all-around game creator as a mostly self-taught programmer.
Marc ten Bosch demos his game Miegakure, which takes place in a world with four spatial dimensions. He also talks about what he believes it is best at teaching, and the different ways people play it. He discusses the exploratory nature of designing such a game and the challenges in building the most consistent abstractions possible within the constraints of a game.
Janet talks about her career and the hurdles she has encountered trying to give gameplay a familiar, classic feel, no matter the limitations of the hardware, or the expectations of a platform’s audience.
Douglas Wilson worked on a failed, motion-controlled Wii game about dueling wizards. In this talk, he shares the tech and design lessons he learned along the way – lessons that served him well when he developed subsequent physical game projects like Johann Sebastian Joust, Tower No Tumble, and a crazy trampoline-controlled version of Bennett Foddy's Get On Top.
Eddo discusses his working process behind three recent games. Wizard Takes All (2011), a performance / game / rock-show, Money Making Workshop (2012), a get-rich-quick-seminar / sculpture / tabletop-role-playing/ strategy – game, and Vietnam Romance: Entertainment System (2013/14 in-progress) , a dinner theatre / adventure videogame.
Games that chase the bleeding edge of technology suddenly feel less akin to film than to roller coasters, while a cornucopia of new tools empowers a new generation of non-technically focused game developers to push the expressive bounds of the medium. What does the changing role of technology and the engineering discipline in games mean for today's programmer?
Jane Friedhoff talks about how her upbringing in riot grrrl culture influenced her technological practice. While recognizing the movement’s flaws, she discusses how its embrace of deliberate grunginess, obvious awkwardness, and unapologetically and joyfully taking up space have shaped her body of games across platforms and genres.
This talk covers the underlying move and effects systems that power the beat-em-up combat in Matthew Wegner's game Aztez, including design considerations, specific physics issues, and Unity editor-based workflows for programmer-free content creation.
Deirdra "Squinky" Kiai presents an interactive play wherein two audience volunteers are called up and asked to read from a mobile device, which dynamically displays dialogue lines and stage directions. Meanwhile, two additional audience volunteers are given a mobile device on which they can select from a menu of choices that appear at key decision points in the story. It’s a combination of multiplayer Choose Your Own Adventure and improv theatre, resulting in a play experience that’s every bit as awkward as the story it’s trying to tell.