IGDATC Apr. 2017 – The Rift Between ZeniMax and Oculus

Posted by IGDA Twin Cities on March 23, 2017

Eventbrite - IGDATC Apr. 2017 - The Rift Between ZeniMax and Oculus
Wed, April 12, 2017 6:00 PM – 9:00 PM

If you’re paying attention, this might look like a duplicate meeting announcement. Due to a scheduling mistake, last month’s main presenter was moved to this month.

Music Theory for Devs: Basics for Non-Composers
Troy Strand

Do you find yourself unable to express the musical ideas for your game? Want to save time and money when talking with your composer? Come listen to Troy Strand discuss the building blocks of music, helpful hints to get the exact sound you’re looking for, and how to communicate with the composer you’ve hired for your next big hit!.

The Rift Between ZeniMax and Oculus, and What It Means for the Future
Brent Lorentz

February’s jury decision ordering Oculus to pay half a billion dollars to game company ZeniMax finds developers, game executives and hardware designers wondering what could come next. Among charges of violating a non-disclosure agreement, misappropriating trade secrets, copyright infringement and other allegations, the lawsuit poses real implications for players in an industry that is as collaborative as it is secretive.

Join Brent Lorentz as he walks us through the details of the case, how the charges came about, and highlights how the case has the potential to significantly alter the VR gaming landscape.

Brent Lorentz is a litigation shareholder with Winthrop & Weinstine, representing clients in complex litigation matters. He has a personal passion for the video game, game development and gaming industry, especially where it intersects with intellectual property and business law. He also frequently blogs about gaming topics and the law via Winthrop & Weinstine’s award-winning DuetsBlog.

IGDATC Mar. 2017 – GDC Review

Posted by IGDA Twin Cities on February 23, 2017

Wednesday, March 8, 2017 from 6:00 PM to 9:00 PM (CST)
Eventbrite - IGDATC Mar. 2017 - The Rift Between ZeniMax and Oculus

GDC Recap

It’s a few weeks after GDC and some talented, local game developes have volunteered to discuss some GDC topics. Additonally, if time permits, we will have an open forum for discussing some of the bigger news events. So bring your favorite stories from GDC – a favorite talk, demo, conversation, big announcement, experiences, hero sightings, questions, etc.

 

IGDATC Feb. 2017 – Global Game Jam Recap and Game Post-mortems

Posted by IGDA Twin Cities on January 27, 2017

Register at Eventbrite

Global Game Jam Recap and Game Post-mortems

GameCraft, the Global Game Jam 2017, was a smashing success with 31 games submitted on our jam site. With the 2017 Global Game Jam still fresh in our minds, come join us for a review discussion and post-mortems. Some teams will talk about their game and their jam experience. What went wrong, what went right? Learned lessons and fun happenings. A great way to recap the Global Game Jam and see what everyone spent their 48 hours on.

If you participated in the jam and would like to talk about your game during the meeting, please register for the “I’ll talk about my game” ticket.

Due to the number of games and limited time and space, this is not a play event. Glitch is hosting a Gamecraft games play event called PLAY PARTY. It’s Saturday January 28th, 6pm – 10pm at Modist Brewing Company.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • Related to games, gaming and or game development in some way. (Exceptions can be made, but please consult us first.)
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

Agenda (approximate)

6:00 Pizza and drinks (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

 

 

Other Happenings and Announcements

Game Dev Day An event for parents and kids to explore making game design, art, code, sound, game testing, and more. February 11, 2017 1pm – 4pm at The Works Museum

IGDATC Jan. 2017 – 25 Years of Game Development in Fly Over Land

Posted by IGDA Twin Cities on January 3, 2017

Eventbrite - IGDATC Jan. 2017 - 25 Years of Game Development in Fly Over Land
Wednesday, January 11, 2017 from 6:00 PM to 9:00 PM (CST)

 

The Global Game Jam Is Coming, Jan 20-22!

Let’s talk about the Global Game Jam, and the local site Gamecraft. We’ll give a quick synopsis of the GGJ and discuss the upcoming event. We’re happy to be partnering with GLITCH again this year at the second annual Gamecraft, GLITCH’s locally hosted site for the 48-hour Global Game Jam. Registration is open now. We hope to see you there!

25 Years of Game Development in Fly Over Land
Ken Paterson

Ken Patterson, President of Big John Games will be discussing his involvement in game development. Starting as a hobby in 1981 making games for the Apple II then making the big move to full time game development in 1991. Taking on console development in 2006.

Ken will be sharing experiences in the early years of game development 1980’s, building a development studio in the 1990’s, struggles of the early 2000’s, focusing on consoles (Nintendo, XBOX) in 2006. Self publishing on consoles starting in 2008 and continuing self publishing.

Ken and his studio have created properties for Disney, Activision, Mattel, Marvel, Viacom, GT Interactive, Scholastic, and many more companies. Games created by Big John Games are sold in North America, Europe and Japan. Big John Games has forged a lasting partnership with Arc System Works of Japan, allowing BJG to sell it’s game Japan.

Come ready for a fun history lesson in how a little studio in Fly Over land, designed and built games for the big boys of the video game industry and is now competing head to head with them.

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • Related to games, gaming and or game development in some way. (Exceptions can be made, but please consult us first.)
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

Agenda (approximate)

6:00 Pizza and drinks (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

IGDATC Nov. 2016 – A Vast Treasure Trove

Posted by IGDA Twin Cities on October 27, 2016

Wednesday, November 9, 2016 from 6:00 PM to 9:00 PM (CST)
Eventbrite - IGDATC Nov. 2016 - A Vast Treasure Trove

Member Project
Story Time with Zachary Johnson

Gather round for story time with Zachary Johnson. This time, there will be travel tales from Fantastic Arcade, Pixel Pop, and IndieCade. The thick is guaranteed to plotten with news of NESpectre and Joggernauts.  And stay tuned for a big reveal involving Tommy Sunders, Robert Frost, and a mace from outer space!  Anything could happen.

 

A Vast Treasure Trove
Patrick Leder

From its early days as a modest work in progress to a success, Vast has gone through many changes. As a board game designer Patrick faces a unique set of challenges. He will discuss transparency in design, flow, and play balance, in terms of the development of Vast. In addition, he’ll talk about the technical process of creating a game and all of the people involved.

Patrick Leder runs Leder Games, a Board games micro-publisher that makes exciting, socially conscious games. They’ve published the rummy style card game Trick or Treat, and their newest title is Vast, the ultimate asymmetric cave-crawler board game. Sometimes working on Vast full time, Patrick is currently working part time in the Hennepin county Public Defender IT office doing help desk and development work as needed.

IGDATC Oct. 2016 – All Your Crates Are Belong To Us

Posted by IGDA Twin Cities on October 5, 2016

Wednesday, October 12, 2016 from 6:00 PM to 9:00 PM (CDT)
Eventbrite - IGDATC Oct. 2016 - All Your Crates Are Belong To Us

Member Project
Verdant Skies Development Update

Verdant Skies grew out of a love for games like Harvest Moon and a desire create something special with modern gameplay and deep storytelling. We’ll hear some development highlights from the team. Andy Korth will give a programming update. Troy Strand, and Topher Pirkl will talk about music and sound design. We’ll hear an art direction summary from Lizzy SiemersBeth Korth will discuss the narrative design direction. The team will finish up with a special surprise announcement, so don’t miss it!

 

All Your Crates Are Belong To Us
Dev Jana

Through the lenses of modern expectations of games, flow state, and foundational game design principles, we’ll explore the challenges of moving games into the future while attempting to not alienate the general public. All while keeping the industry’s dedicated fanbase from spinning into boredom. This participatory session will include real world examples as well as a classic game case study from the 8-Bit era that stands out as a terminal endpoint for a game genre.

The last decade or so has seen Dev making and teaching games, interactive web projects, and mobile apps across the US. Currently an Instructor at Prime Digital Academy and President of Code and Noises with Twin Cities based indie game manifesting DevNAri LLC, Dev has also taught Game Design and Development in numerous colleges across the US as well as being a speaker at events such as MinneBar, IndieCon (Burlington, VT), and the Independent Games Conference West (Los Angeles) and has previously presented his current project Newt One at IGDATC this past June.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

Agenda (approximate)

6:00 Pizza and drinks (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

IGDATC Sept 2016 – Working in the Games Industry

Posted by IGDA Twin Cities on August 31, 2016

Eventbrite - IGDATC Sept 2016 - Working in the Games Industry

The Nerdery
Wednesday, September 14, 2016 from 6:00 PM to 9:00 PM (CDT)

Member Project
Brock Thompson

NanoSeed Production Company is finally in full production! We are making a film and also want to develop a new engine for making Interactive Augmented Reality Pop-Out Book comics and stories, with potential to branch the technology into digital card games and education/instruction.

 

Working in the Games Industry
Joshua Seaver

Joshua Seaver will informally present personal reflections and anecdotes of working for the last several decades at some of the most influential companies and institutions in the education, games, film and animation industries: from Minnesota to Australia to Texas to California and back again. With a focus on trends and behaviors he’s observed with our relationship to technology, he’ll specifically share an intimate glimpse (with a nod to the irony of being a game developer) into his family’s journey of growth surrounding his teenage son’s problem behavior with video games.

Joshua worked for half a decade at Academy Award winning Pixar Animation Studios in Emeryville, California, collaborating across the studio on Presto: Pixar’s in-house, movie making software. Bookending his Pixar experience, Joshua was involved in two creative technology startups; as an art director and experience designer for San Francisco-based Weaver Labs, a predictive storytelling tool for the Apple Watch; and as a co-founder of Austin-based GameSalad, a platform democratizing game development for iPhone, iPad and the Web. From 1996-2006, Joshua was a new media manager/developer and an informal art & technology educator for the Science Museum of Minnesota. He is currently a lecturer in Animation, Film and Game Development for the Minneapolis College of Art and Design and the University of Wisconsin-Stout. He received a B.A. with a focus on fine art from Macalester College, and a Masters from Carnegie Mellon University in Entertainment Technology.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

Agenda (approximate)

6:00 Pizza and drinks (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

IGDATC Aug 2016 – Introducing Zones of Control

Posted by IGDA Twin Cities on July 26, 2016

Wednesday, August 10, 2016 from 6:00 PM to 9:00 PM (CDT)
Eventbrite - IGDATC Aug 2016 - Introducing Zones of Control

The Importance of Quality Audio in Gaming, and Where to Find It
Dan Musselman

Would Super Mario be the same game without the “coin” sound as Mario plunges head first into a metallic block or without its catchy theme song?  Would Halo be as immersive without its epic soundtrack characterized by otherworldly vocals and haunting strings?  Successful scoring and sound effects not only help support the images on a screen, but it also propels the narrative, helps to define the branding of a game, and makes the gaming experience more vivid and immersive.  This conversation will be a demonstration on the importance of quality sound design, and it will also connect you to resources in the Twin Cities where you can find high-end companies, professional freelancers and aspiring student composers who can contribute to your project.

Dan Musselman is a professional composer and musician in the Twin Cities.  He received his Ph.D. in music composition from the University of Minnesota, is a faculty member at McNally Smith College of Music, and is the in-house composer for the visual media company Fusion Media North.  For more information about Dan, visit www.danmusselman.com.

 

Main Presentation:
Introducing Zones of Control
Pat Harrigan

Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. Pat Harrigan and Matthew Kirschenbaum have now edited a large academic volume that fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, over 60 contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Pat Harrigan will be speaking about the origins, context and contents of Zones of Control, and outlining areas for future study.

Patrick Harrigan edits large academic anthologies about games and new media (Zones of Control, First Person, Second Person, Third Person), occasionally writes fiction (Lost Clusters, Thin Times and Thin Places), and has had other work published by Camden House, Fantasy Flight Games, Chaosium, Pagan Publishing, Gameplaywright, and ETC Press. He performs regularly at spoken-word venues around Minneapolis, notably at the Encyclopedia Show, A Great and Happy People, and the Not-So-Silent Planet cabaret. He also co-hosts the podcast “Get Off My World” (www.getoffmyworld.com), in which he expresses cranky opinions about Doctor Who.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

 

Agenda (approximate)

6:00 Snacks and Soda (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

We go to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

IGDATC July 2016 – Introduction to Speedrunning

Posted by IGDA Twin Cities on June 30, 2016

Wednesday, July 13, 2016 from 6:00 PM to 9:00 PM (CDT)
Eventbrite - IGDATC July 2016 - Introduction to Speedrunning

The mechanics behind maximizing Guitar Hero scores
Daniel Lew

At a professional level, every video game engine requires knowing the rules inside out in order to abuse them for profit. Even a deceptively simple game like Guitar Hero can be manipulated in order to get ahead.

Dan will describe some interesting math and algorithms that can be applied to maximize scores, as well the subtleties of the game engine that people used for points. (Yes, people wrote complex programs in order to solve Guitar Hero!)

Dan Lew is…
…a social media website with severe character limitations. Turn to page 199.
…an Android developer at Trello. Turn to page 15.

 

Introduction to Speedrunning
Tony Ogborn

Tony will be providing a high level introduction to Speedrunning followed by a Mighty Switch Force! Hyper Drive Edition All Hyper Levels speedrun, and will open the floor for a question and answer dialog with people in attendance.

“Tony “TonyOgbot” Ogborn is a local speedrunner that specializes in games developed by WayForward, as well as large variety of other games such as Billy Hatcher and the Giant Egg, Octodad: Dadliest Catch, Pokemon Blue, Hotline Miami, and more. Not only has he participated in marathons such as Summer Games Done Quick, Rookathon, Hayai Kawaii Marathon, Speedrunning General Marathon and more, he also is one of the lead organizers for the Midwest Speedfest, a local speedrunning marathon hosted through 2D Con, the biggest video game convention in Minnesota.

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Meet us in the auditorium at least 5-10 minutes early, so we can load your page.

Agenda (approximate)

6:00 Snacks and Soda (thanks to the Nerdery!) and socialize.
6:30 Meeting starts. Announcements and Plug My Thing!
6:45 Member Project
7:15 Main Presentation

We’ll be heading to Joe Sensers in Bloomington after the event. Come socialize with other local developers.

Many, many thanks to The Nerdery for hosting the IGDA Twin Cities events over the years.

This event is open to the public. An IGDA Membership not required.

IGDATC June 2016 – Developing a Non-Violent 3D Platformer

Posted by IGDA Twin Cities on May 26, 2016

Wednesday, June 8, 2016 from 6:00 PM to 9:00 PM (CDT)
Bloomington, MN
Eventbrite - IGDATC June 2016 - Developing a Non-Violent 3D Platformer

Member Project: Game analytics in Play the Past
Nic VanMeertem – GLITCH

Nic will discuss his work with Play the Past, an augmented reality game at the Minnesota History Center. He used analytics from telemetry data to improve the design of the game and player experience.

Nicolaas VanMeerten is the Co-founder and Senior Programs Director at GLITCH. Nic is a data scientist by trade and his research focuses on studying how people learn in complex multiplayer video game environments.

 

Developing a Non-Violent 3D Platformer
Dev Jana – DevNAri

Newt One is a truly non-violent 3D platformer currently in “mid-beta” by Minneapolis 2-man crew DevNAri. This talk will dive into the evolution of the distinct art style, adaptive music/sound effects systems, and other systems in the game including their implementation and design. Also front and center in this talk will be the ability to make decisions and change direction as needed when working independently.

Co-owners of DevNAri LLC, Ari Carrillo (“President of Visuals and Playtime”, 3D Modeler at Axonom Inc.) and Dev Jana (“President of Code and Noise”, newly relocated back to the Twin Cities to be an instructor at Prime Digital Academy) have been working on Newt One since Jan 1st 2015 on the nights/weekends and are looking forward to releasing Newt one by year’s end.

devnari.com
facebook.com/devnari
@DNAnewtone

About IGDATC

This is the International Game Developers Association (IGDA) chapter for the Minneapolis/St Paul (Twin Cities) metro area in Minnesota, USA. We are an active chapter and usually meet monthly. New visitors are always welcome (with or without IGDA membership).

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Monthly meeting space generously donated by The Nerdery