GDC

CONFERENCE  

|    Programming
    INDEPENDENT GAMES
The Independent Games Summit represents the voice of the independent game developer at GDC Europe. It features lectures, postmortems and roundtables from some of the most notable independent game creators, including many former and current Independent Games Festival finalists and winners. The 2013 Independent Games Summit seeks to highlight the brightest and the best of indie development, with discussions ranging from game design philosophy, distribution, business, marketing, and much more. The Independent Games Summit takes place on Wednesday, August 21.

Click here for Sponsorship Opportunities

2013 Sesssions Coming Soon!

2012 HIGHLIGHTED SESSIONS

The Dream Machine Postmortem
The Dream Machine Postmortem: How To Make A Hard Thing Even Harder
Anders Gustafsson (Cockroach Ink.)
Discover how Anders Gustafsson and Erik Zaring set out to make a game like no other before, one with hand-crafted animation using materials such as clay and cardboard. They combined their background in stop-motion animation with the medium of games and had no idea if it would work out or not. Luckily, it did, and being foolish enough to take the risk of leaving a cushy job to start a hair-brained project was one of the best things they had ever done. Attendees will be inspired by their story and learn how sometimes the best ideas are the craziest.
Derrick The Deathfin
Derrick the Deathfin: How to Create a Uniquely Styled Game
Gordon Midwood (Different Tuna)
Ron Zo (Different Tuna)
Attend this session to learn Gordon Midwood and Ron Zo's top ten tips for creating beautiful, unique, and distinct videogames. Get a fresh perspective on how to style your games to distinguish them from the competition with a unique look. Highlighted will be tips and tricks that they used in creating the PSN papercraft extravaganza Derrick the Deathfin and further insights into the production of a handmade papercraft console game.
Sensible Nonsense: On fiction in Games
Sensible Nonsense: On Fiction in Games
Rami Ismail (Vlambeer)
Jan Willem Nijman (Vlambeer)
Believable, solid nonsense is an important yet under-sung aspect of video games. This session will teach attendees about the importance of using consistent and complete fiction in game development. Use of fiction can not only ease design and development, but ultimately can improve the game itself. Using recent games such as Super Crate Box, Yeti Hunter, Luftrauser and Gun Godz as examples, Vlambeer will explain the application, tips and tricks, and overall benefits of successfully implementing fiction into game development. See how Vlambeer applied these theories into their own games and how you can use it in yours.

INDIE GAMES SUMMIT ADVISORY COMMITTEE

image
Thomas Grip
Frictional Games
Thomas Grip has been working as an indie horror developer for over 10 years. He co-founded the independent studio Frictional Games in 2007 and has since been part of making four commercial games; three games in the Penumbra series and most recently Amnesia: The Dark Descent, all which have gotten critical acclaim for evoking strong emotions. His primary roles in these productions has been as designer, art director and programmer.

His studio's most recent project, Amnesia: The Dark Descent, has achieved an especially great success. It is hailed as one of the best horror games ever and as of today has sold almost 750, 000 copies, a vast amount for a small indie company without any financial or promotional back-up.

Currently, Thomas is working on an unannounced horror game that aim at exploring much deeper themes than anything Frictional Games has made so far. He is also part of producing the Amnesia follow-up A Machine for Pigs.
image
Lau Korsgaard
Copenhagen Game Collective
Lau Korsgaard is co-founder of Copenhagen Game Collective, a multi-gender, multi-national, non-profit game design collective based in Copenhagen. He has been involved in several of the collectives’ experimental games such as Dark Room Sex Game and B.U.T.T.O.N. and showcased games at festivals like Come out and Play, IndieCade and the Independent Games Festival. As his day job, Lau tries to make a living as game designer in the independent game studio KnapNok Games, which is exploring new genres of social, physical party games.

INDIE GAMES SUMMIT ADVISORY COMMITTEE EMERITUS

  • Hendrik Lesser
    Remote Control Productions

Follow Us

facebook  Facebook          twitter  Twitter
UBM Tech