Indie Games Night @ The Pad – Details

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I’m really happy to announce that The Pad will be running an indie games night on Saturday the 19th of October from 7pm. Downstairs by the bar we will be running tournaments for BaraBariBall, Super Space Blank and Hokra. Upstairs in the computer pool we will have a selection of local and international indie games on display.

Mad props to Craig Oats for creating the fantastic poster and Laura Sarney from The Pad for being so enthusiastic about getting this up and running.

It should be a great night. I really hope that you can join us in playing some really awesome and different games.

All of the details about the night can be found here.

Indie Games Night @ The Pad

I thought I’d just do a quick post to say that I’ve been talking to the lovely folks at The Pad about running a night with indie games. Here are the details.

The Pad is going to be running a games night centered around indie games. There will be tournaments, drinks and an area up stairs to play a curated selection of local and international independent games. We are looking for a selection of short locally made games to be playable on the night. If you have such a game be sure to submit it for curation.

If you don’t have a game but are keen to come along then follow the link and we can notify you before the night.

Follow this link for all the details.

The AVCon/IGR Weekend

As many readers will know, last weekend represented the culmination of my efforts over the last four months as a contributor to The Indie Games Room and a developer showcasing my game in this space. On top of this my birthday was on the Monday after and my final semester of Uni was about to start which is accompanied with heavy teaching hours in which I tutor the next wave of computer science students at the university. In this blog post I’m going to try to cover a lot of ground and run through the AVCon weekend.

The Indie Games Room weekend really started on the Friday as this was the setup day for developers. I arrived at the Convention Centre at around 10am to be greet by Ben, the big boss man behind IGR and Paul the stage manager who I had previously met at a Games Development Club meet. We jumped straight into the room and I quickly setup my netbook to take photos for a timelapse of the weekend. Keep an eye out on the website as it will be up soon.

Setup was straightforward and largely went without a hitch. Testing and tagging was delayed and took longer than expected but privately this was a win, at least for me, as it allowed developers the opportunity to converse for longer. Speaking of conversing, I managed to talk with the creator behind Antichamber, Alexander Bruce for several hours over the weekend. I really can’t articulate how insightful and important the conversations I had with Alex were. Through talking with Alex I began to better realise my own philisophy behind making games and felt a stronger sense of where I should be heading.

On the Friday night I managed to get my first play of Expand in by fellow local developer Matt Trobiani. Matt’s a good friend and has been very supportive and interested in Expand hence I really wanted to get his opinion on it first. I think the first play through must be when developers get the most nervous and I can tell you that I was extremely nervous.

At this point I should talk more about the AVCon prototype before moving onto the impressions of the game. The AVCon prototype(the game is still and will be for a long time, a prototype) was my attempt to showcase a slither of what I’m trying to get across with this game. My intention was to create a series of examples that highlighted the ideas that I’ve had stuck in my head for the last year and a half. The demo which ran for roughly 10 minutes managed to show a few of these ideas but there are many, many more which still need to be tested. The prototype itself was setup as a series of sequentially linked ideas. I didn’t spent much time trying to balance the difficulty as I simply wanted to focus on the ideas, after all it is a prototype Besides testing game ideas, I also used this prototype to test music and my use of expression through metaphors. For the most part I thought that the demo managed to convey enough to warrant the play testing which I was largely using to verify that I was on the right track.

Back to the impressions. Matt’s impression of Expand was very positive which was a massive relief. Lots of people including Matt have told me about how they thought the game was just going to be a bit of a toy and it was great to convince them that this was not the case. The overall feedback regarding Expand was very positive and word soon spread both in the room and via Twitter(which was a nice surprise). The early and frequent pieces of feedback that I received were positive with many people saying that the game was very different, very unique and very absorbing with a lot of people wanting to play more. Throughout the weekend we managed to keep a steady stream of people playing with lines of three people long at one or two points. My amazing girlfriend helped man the booth and did a great job talking to people who were waiting in line or had stopped to have a look.

To be frank, most of the feedback was not helpful, however there were a few things that I’ve taken on board and need to look at in more details. I also received a few ideas from watching how people played which will be tested later on. One thing I didn’t expect was for players to rush through the game.

Besides showing Expand I also helped out with the general running of the show. Luckily Ben, who has a background in event management took care of most things, which was great because honestly I have no idea what to do. The fact that everything ran really well and that The Indie Games Room looked so good is a real credit to Ben who has been fantastic to work alongside with.

We started off the Saturday with a keynote from our interstate guest, Tom Killen from The Voxel Agents. I briefly had the opportunity to chat with Tom but felt really nervous as if I invited a really cool kid into our computer club and was trying to tell him that we were still cool too. Tom presented a really fantastic keynote that covered both business side of indie development, which is important as most indies don’t have a grasp on it and hit on the core fundamentals that The Voxel Agents and many other indies use when creating a game. I was particularly impressed when Tom showed the different representational forms that their upcoming games could be moulded into. I’d recommend checking out the slides on our website.

Throughout the rest of Saturday we ran different panels. I was the chair of the Design is Law panel which I think went pretty well, it’s hard to tell when you’re on stage. The panelists Dr Mike Cooper, Kim Forrest and Alexander Bruce, all of whom I have a lot of respect for, were fantastic and luckily for me I let them do most of the talking. Unfortunately the sound system wasn’t tuned perfectly on Saturday and so I think the panels conflicted with the noise that was in the rest of the room. However on Sunday things were much better and I think the panels felt much more at home.

On Sunday the crowds were not quite as large but we still drew plenty of bodies into the room. I presented a talk called How to get started making games which I think ran pretty well, again it’s hard to tell. It drew the largest crowd out of all of the talks which was great. The lights shinning on the stage were extremely bright so I’m sorry for looking down frequently during the talk. As with the other slides they’re on our website.

I also had several interviews with journalists on Sunday which was nice considering I don’t think of myself as something worthy of being interviewed. My first interview was with Bradley Jolly from Level3. I’ve seen Brads’ name a bit on Twitter so it was great to finally meet him. I also did an interview with a freelance journalist who’s name escapes me(Sorry). My final interview was with Jessica from GamePron. Jessica has helped arrange the ARGGGH gatherings and it was great to finally chat to her at the last ARGGGH. My interview with her was filmed. I think it went pretty well, you can judge for yourself a bit later. Unfortunately I missed out on another interview with Leena van Deventer who is a writer for MMGN and is on this years Freeplay board. It was great meeting Leena and a real pity that didn’t get much of a chance to chat.

This year the Indie Games Room was intending on closing at 3:30pm on the Sunday but we stayed open till 5pm which was great. The overall impressions of this years IGR showing has been very positive and personally I think the show was a great success. The only thing I’m disapointed about is that I missed the rest of AVCon which sounds like it was really awesome.

After AVCon finished I grabbed some tea and then headed to the AVCon after party which was fantastic. I’m not a real party person but love the opportunity to have good conversation with friends. I also managed to say hello to my childhood hero’s Jade and Ryan from CheezTV. What top blokes.

The AVCon weekend was an amazing experience. Thanks to everyone who played Expand and provided feedback. If you didn’t get a chance to play Expand at AVCon then head down to the next ARGGGH gathering. That will be my last public showing for a long while so don’t miss out.

Chris

New Indie Games Room Website is now online

After tinkering away over the weekend and sending many emails to Ben, the new Indie Games Room website is now online. If I don’t say so myself it is looking pretty spiffy.

Over the weekend I created the WordPress site, found a fantastic skin from Woo Themes and threw up all the content. I also migrated the mailing list system to use PHPlist which after getting my head around some parts of it has been pleasant to use.

So spread the word. The Indie Games Room is going to be bigger and better this year. Our new website is just the start of what we have planed. If you love making games and are Australian then be sure to register a game for entrance into this years IGR.

Get onto the Indie Games Room Bandwagon

There is no doubt that the South Australian game development industry is much smaller than it was years or a even a year ago. With the closure of Krome and before that Ratbag, the South Australian game development scene on the surface is looking a bit bleak. However if you dig not far beneath the surface then what I think you’ll find is a little bit more surprising.

About two years ago I remember sitting in a lecture hall at the Adelaide Convention Center where Ben Kilsby, the head of an Adelaide based serious games company called Holopoint had given out the call “Game Developers of South Australia to unite!” to the people at AVCon, an anime and video game gathering held yearly in Adealide. The thought left a warm fuzzy feeling inside of me that thought maybe he’s onto something.

One and a half years later would mark the end of the Game Development Club at the University of Adelaide. A club that formed shortly after AVCon that year. This club showed me the potentials of what can happen when a community unites. Over the year and a half, 32 small games would be made for Game Jams, regular meets would occur and a small passion community would form.

I’m really proud to say that Ben Kilsby has asked me to help out with this years Indie Games Room(IGR). An event that he himself has poured much energy into over the past few years. The IGR is an area inside of AVCon that showcases the best local game development talent. Despite the fact that the Games Development Club is no longer around I think that the IGR symbolises bigger things to come. So the days of the big studios like Ratbag and Krome may have passed but that doesn’t mean that the best days were behind us. If you look under the surface you’ll see that there is a lot of potential moving forward.

Games Development Club

So many awesome things have happened since my last blog post and I think it’s time to post up information about one of those things. Today I’m going to discuss a new University Club that I have become apart of called the Games Development Club or GDC for short. Just to note we do realise that GDC is also the acronym used for the Game Developers Conference.

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The Games Development Club is a club that has been formed at the University of Adelaide about game development. While this club was formed at Adelaide Uni and is affiliated the AUU Clubs association, the club is open to everyone not just those who study at the University of Adelaide. Currently the club has had its AGM, a Meet and Greet, a Project Brain stroming Session and a Special General Meeting. The club also has plans for talks, workshops and group projects. We’ve recently put a call out for any interested parties who want to be apart of these club projects. You can read more information here.

That’s pretty much all I wanted to say. I suppose it did turn out to be just a plug for the club. 🙂 Be sure to check out the site and follow the happenings of the club. There is heaps of potential here waiting to be unlocked.