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Game Loop: An Unconference for Game Developers
via The Game Design Forum | 2011, May 31
A little after 10:00 in the morning on Saturday May 21st more than eighty gamers, developers, students and journalists stood together in a large room on the sixteenth floor of a high-rise in downtown Philadelphia, and took a vote. The issue they were deciding was, “What do we talk about for the next six hours?”
They had come together for the unconference Game Loop Philly, and as with all unconferences the first order of business is to determine the topics for breakout sessions for the rest of the day. In case you aren’t familiar with unconferences (I’d never heard of them), the name can be a bit specious. There is quite a bit of conferring done in fact; it’s just that there’s no predetermined schedule.
This conference included topics (both official and incidental) such as Brogrammers, procedural narrative, 18th Centry beat-em-ups, Chinese Internet speakeasies, the state of the local game development industry, the role of the producer, how many beers a dev team can drink at lunch, changing business models in games, and Hal Larsson’s first Law of Videogame Difficulty.
(Those are just what I was present for some portion of at one point or another. Even if I’d had a co-correspondent we wouldn’t have been able to attend everything.)
Game Loop started in Boston in 2008, created by friends and colleagues Darius Kazemi (in attendance!) and Scott Macmillan. It’s grown every year since then, and has now spun off its own Philly branch, which, according to the creators, is doing quite well for a first-year unconference. The health of the event was evident in the first half hour when many attendees were already digging into the session topics before the vote had even been cast.
I Want to be a Producer
The first session I attended (I wish I could have been to all of them) dealt with the interactions between game developers and those in the often-misunderstood ‘producer’ position. I, like many youthful Bullshit Liberal Arts Majors (BLAMs) who were very into gaming in college, entertained the idea of being a videogame producer at one point. This phase came after I realized that “Lead Designer” wasn’t an entry-level position. It makes sense, if you start from a position of total, embarassing ignorance. Programmers have to know how to program, artists have to be able to at least draw, musicians must be able to compose. Producers don’t have to know any of that stuff, right? They just have to know how to do everything else! Of course, the first assumption is just plain wrong; producers need a strong familiarity with every aspect of production. The second assumption is poorly informed: “everything else” is an awful lot.
Garth DeAngelis, who moderated the panel, structured his session to cut down a lot on the introduction necessary to the role of the producer. I walked in a few minutes late to find the leading question written on the white board behind him. “Producers: Essential Glue or Useless Meatbags?” The overall theme was about what makes a good producer vs. what makes a bad one. This not only clears up what your average producer does, but what an ideal producer ought to do. He enumerated the roles he saw as most essential.
(1) Project manager – This speaks, more or less, for itself and is explained by some other roles. At the end of the day the producer is beholden to the management for getting the project done.
(2) Champion – Someone who acts as a proponent of design ideas or development strategies proposed by a member of their team. If you’re a manager, it doesn’t matter what business you’re in; if your team doesn’t think you’ve got their back, it will be a problem.
As one developer told it, his producer happened to walk by a casual conversation between him and his friend. “We’re having a conversation, just us like, ‘Wouldn’t it be cool if we did this…’ and the producer walks by and over hears and says to himself, ‘We’re doing that!’ And then he announces the feature at E3.”
That’s a trust-breaker right there; don’t be that guy.
(3) Communicator – Remember that this is a two-way street: the producer communicates the directives of management and the feedback of other teams to the producer’s own team, but also communicates the team’s needs and ideas to everyone else. This highlights the producer’s role as the person who needs to have a foundation in all aspects of the production; how else would he/she be able to communicate articulately with anyone involved?
(4) Counsellor – what producer Ryan Harbinson called “the most underrated role.” A producer’s role is to make sure everyone else can do their job. But sometimes that means more than fixing technical problems or resource shortages; sometimes the producer has to help the team find their motivation and focus again. Sometimes the producer needs to intercede and resolve conflicts. Make no mistake that the human aspect of any production is always at least as complicated as its technical aspects.
(5) Problem-solver – Sometimes the problems that defy categorization are the most important ones. It’s the producer’s role to tackle these. But in DeAngelis’s mind, it’s better to prevent problems than to solve them. “A good producer will do the legwork and planning to prevent those [problems]. When things are going well, you’re doing your job silently.”
I also learned about brogrammers. They’re software engineers who also like sports, fantasy sports, e-sports, Sports Center, sports bars, fist-bumps, clubbing, loafers, pink polo shirts and all the other Freudian underpinnings of an unapologetic male culture. You know. Brogrammers. They write the same code as everyone else, but anyone serving as their producer ought to know that dealing with them is not the same as dealing with a programmer who has more cerebral hobbies. They wouldn’t go into specifics, however.
There was one last little piece of advice that producer Ryan Morrison of Island Officials gave us, one that made that ignorant undergrad inside me feel a little bit better. He said that you have to be passionate about games to be a producer. “If you’re not passionate, you get sensed out.” So, check one box on the list for me, and then throw it in the fireplace.
City of Brotherly Game Development
Philadelphia’s chapter of the International Game Developers Association (IGDA) was the real driving force behind getting so many people to come to the Game Loop. The chapter is surprisingly robust for a city that doesn’t exactly have a national reputation for making games. Back in 2008, I did some research on the game development scene in Philadelphia and didn’t come up with too much, but it wasn’t just me. When the current IGDA chapter leadership took office around that same time, there were four game studios in Philadelphia known to them. Now there are twenty-seven studios and more emerging all the time. The IGDA chapter membership has grown from about fifteen people to more than sixty.
Philly has seen mostly indie and mid-sized development teams, from the mobile platform developers AMI/Megatouch and Flyclops to musicians/programmers Cipher Prime whose surprise hit “Auditorium” catapulted them into the game industry. According to Cipher Prime’s Will Stallwood, they [don't] even think of themselves as game developers, but rather as a software studio that sometimes makes games. Still, their new game “Pulse” was an iPhone store Game of the Week, and is accumulating many positive reviews.
The five-man outfit Final Form is made up of a number of developers who got their careers started on the West Coast. They came to Philadelphia to make the game they always wanted to make (the historical beat-em-up Jamestown, available on Steam June 8th), on their terms. When asked why they chose Philly, brothers Tim and Mike Ambrogi said, in perfect, comedy-troupe unison: “The sandwiches!” For them, Philly was convenient for a number of reasons, not the least of which was the supportive culture of the indie studios here. There is a disadvantage in working here, however. Mike explained, “We’re preparing to release ‘Jamestown.’ If that fails I have a choice. Do I want to leave Philly to go work at a Valve or an Id, or stay here and make porn games for Merit [games studio].”
It is true that there is no bedrock of AAA presence that brings in and diffuses talent and money into the local games industry. Such a place would also allow experienced developers to take risks because they could go back to work for a studio after they’ve tried their indie experiments. The group discussed the idea of an EA branch or an Ubisoft Philly, but generally the consensus was that this would change the character of the Philly game scene. Studios like that have their benefits, but they might “poach” talent that is currently doing more innovative work.
Current IGDA chapter chair Matt Brenner believes that the game scene in Philly is going to grow organically. “It’s going to come from game releases and it’s going to come from initiatives that we’re going to do.
“We support each other,” he added. “One of the biggest things that we [the IGDA] have changed is that we try to help each other.” He’s absolutely confident that this growth will happen, too. “We’re gonna see success. This is going to be one of the biggest 6-8 months for us.”
There are certainly more games coming out in the city than ever before, and more companies starting new projects, new indie outfits that appear all the time. “Philly is making games,” Brenner said. “Let’s get that message out in Philly.”
No Restaurant for Old Men
Even lunch was interesting. The thing about the games industry, as anyone who has been to GDC will tell you, is that everyone knows everyone else. Or at least that statement is nearly true. So when a local game dev chapter gets together, it might as well be thirty close friends. It was also Saturday afternoon, and I think it was happy hour in Iceland by that point, so hey.
I counted about 5 pitchers of beer at my table alone. Needless to say, opinions were significantly more forthright in the post-lunch sessions. And yet everyone seemed so much friendlier. I was asking a musician attending the Loop if he knew the music of game composer Yasunori Mitsuda. “Actually no I—” he managed.
“YES!” a slightly inebriated programmer three seats down said, entering our chat. As he said this he reached his surprisingly long left arm across the table in a gesture of pointing confirmation. Then he blinked, and went back to whatever conversation he had been a moment before.
To be fair, if someone had said the same thing about Mitsuda in earshot of me at the same time, I might have done the same, except that I was holding my sandwich. (And I was drinking water.)
Death, Taxes, and Retail Markups
A good argument, no matter the subject, is one in which all sides make their case clearly and intelligently and with passion, but nobody gets angry. I had the uncommon pleasure of being present for one of these discussions. The topic was “Changing business models,” (in Games, naturally), covering free-to-play, changing retail price points, and most importantly digital distribution. Both gamers and developers attended, which accounts for the heat of the debate, and most people had a good point to make.
The biggest problem, according to session-goers, is that the current retail market makes things difficult for just about everybody. There are too few distributors who are not always directly in competition with each other. And then there’s the ubiquitous $60 retail price point. Ryan Harbinson from Island Officials said, “Sometimes day 1 at $40 sells millions, but the publishers are so jammed in that $60 price point.” The higher opening price point is for people who are going to buy the game day one no matter what; that’s a classic retail model for more products than games. But the price is not the only problem, there’s also bullying from retailers like Gamestop and Wal-Mart, who have enough power to be able to dictate price points, sale conditions, margins, etc.
The solution to most of those problems is digital distribution. Services like Steam, Xbox Live, the App Store and Battle.net all avoid the pressures that retailers can put on a publisher by going straight to the customers. This can be great for the big publishers–and that’s important because we want them to keep making games. Sometimes it saves the consumers some money too. Those services are only useful for a developer if they have an agreement in place with a publisher. With a good prototype of a game, a publisher will certainly take notice, but even prototypes aren’t free to make. And good luck conducting an extensive beta test without the marketing machinery a publisher affords.
To solve the first problem, we talked about Kickstarter. If you haven’t heard about Kickstarter, visit the website. It’s a crowd-patronized system of investment, particularly good at the micro-loan level of funding. The project manager (a game, for our hypothetical example) sets a target budget, and until pledges reach that sum nobody pays anything. Obviously I’m not going to explain it better than they do, and this is the internet, just go. But as long as we’re on the topic, there are a few cool games that have gotten funding through this model. Chief among them, in terms of charm, is Cthulhu Saves the World. I’m sure we’ll have a big hit from this model soon enough.
In some cases, however, it’s possible to solve both the funding problem and the beta problem with one master-stroke: the open beta. We all know the success story here: Minecraft, which, to do one better, was an open alpha. Of course Minecraft is a rare phenomenon in many respects. The players have paid for its development, so it still falls within the category of a patronized work—but it gets even better: the Minecraft community worked extensively to help identify and fix bugs in the game, setting up things like Minepedia, which is surprisingly civil for an unofficial forum. But inasmuch as news about Minecraft is not really news, I’ll say “Buy it if you haven’t,” and end there.
As the group pondered a future where games are less and less dependent on retail outlets, a cynical question emerged. Steam has been the target of more than one attack by retailers, most recently when UK shops threatened to ban publishers who used the service. It didn’t take; Steam is powerful, and so are the publishers who use it. If a real complication to digital distribution were to arise, it would probably come from those who control the digital channel: internet service providers. Digital distribution isn’t just for games, after all; lots of software goes out that way.
As the digital market grows in value, someone is going to want to grab a piece of the margin that retailers once held. It’s not ludicrous to think that there might be a “software download” surcharge coming from ISPs in the future for certain major digital outlets. I’m not expert enough to know the legal guidelines surrounding this (if you are, email us from the submissions page), but even if it isn’t legal to levy this kind of tax right now, just wait until the digital distribution industry reaches billions of dollars in value. ISP lobbyists will have an easy time persuading lawmakers to allow an ISP surcharge which can then be taxed; even at pennies on the dollar it would be a new stream of revenue for the government. And if you think, ‘Hey, ISPs are pretty negligent about torrents, how could they possibly crack down on an entire industry?’ I would respond that ISPs have very little to lose from torrents. Torrents are a public relations problem, for the most part. When billions of dollars of revenue are on the line, the ISPs will find a way to secure their income.
This led the discussion to the joke, “So now there’s gonna be an Ice-cream man for the internet?” It’s a funny idea, a travelling vendor who has their own satellite Internet and can show up to install a program for a nominal fee, but it’s not completely absurd. What’s more likely, the group decided, were independent Internet kiosks in stores, malls, and cafes. In fact the idea of an independent internet cafe where members can dodge the ISP surcharge seems quite plausible indeed.
Believe it or not, this kind of independent Internet hotspot actually exists in a slightly different form, in Mainland China of all places. The Chinese Government maintains a tight control the legitimate internet channels. For the game industry this means that the government says not only what can sit on Chinese store shelves, but also what can be digitally distributed. Moreover, the government also has controls over how long gamers can play online, in some cases. One of the session attendees–we’ll call him “M” since the government could ban his re-entry into the country–told us about Chinese internet speakeasies. There, using what can only be called “black market internet,” Chinese gamers are able to play whatever and however they want.
Apparently, they take the security of these internet back-alleys seriously. After playing games at his nearby speakeasy a few times, M found himself locked out, under suspicion of being a spy. Why the Chinese would hire an American to spy on their gamers, I don’t know, but you can never be too cautious when World of Warcraft is on the line.
Ultimately, however, this does prove that entrepreneurs will enable digital distribution on their terms when broadband channels are somehow controlled. I think it should come as no surprise if Western publishers mount a similar defense of their distribution rights. Steam was built for the express purpose of letting Valve avoid retail. Is it so crazy to think that Steam subscripions would come with USB modems built for the specific purpose of streaming downloads?
The Computer is a Cheating Bastard
The “Game Difficulty” session did end up devolving into a rant for a while. It was an unusually friendly rant; it didn’t stay on one topic for too long. Between Devil May Cry 3, Multiplayer in New Super Mario Bros Wii, and “Super Meat Boy,” the group generally decided that there are two kinds of difficulty. The first kind of difficulty is a learnable set of skills, the second kind is random crap. This, in turn, caused Hal Larsson of Final Form to talk about how playtesting their upcoming historical beat-em-up “Jamestown” caused him to think critically about how games can be difficult but fair. The result: Hal Larsson’s First Law of Game Difficulty:
The ability of a developer to punish a player with difficulty is inversely proportional to the total respawn time of the player avatar.
Or, in other words, get that player back in the level, back to that challenge as fast as possible, and they’ll forget what a giant pain in the ass it is to fail so often. In the words of Larsson: “People want content, but cheap difficulty is not additional content. What I’ve been doing is hand-touching every piece of content. It feels like new content [at higher difficulty], not like cheap difficulty. The metric that I find useful is ‘whose fault will the player think the death was?’” It’s certainly an interesting perspective to think about, whether you’re a game developer or just a gamer who likes to know that their frustration can sometimes be accurately blamed on the designer/computer. Also, on the topic of take-away messages: don’t multi-play New Super Mario Bros. Wii with anyone who sleeps in the same house as you.
All Good Unthings Must Come to an End
How do you close out a meeting that had numerous simultaneous sessions and no plan coming in? You say thanks, and that you want to do it again. And then you start planning for next year, I suppose. To all of you within traveling distance of Philly, the website to keep tabs on it is here. There’s also some links to stories and sessions I didn’t cover. You can also follow the group on twitter @gameloopphilly, or check out the pictures at the Game Loop Philly account on Flickr. And if you want to know more about that 18th Century beat-em-up, or how a music game like Pulse gets made, stay tuned to the Game Design Forum. And, click that button just below.
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GameLoop Philly 2011
via Blithering Blathering Blurbs | 2011, May 22
Yesterday saw Philadelphia’s first GameLoop non-conference: a conference organized and moderated by its attendees. About 75 registrants attended the non-conference, participated in suggesting topics for discussion, voting for topics to be discussed, and then moderating and actively participating in discussions presented throughout the day. The following are notes from sessions and discussions I attended and participated in:
Session 1: Misconceptions of Programming Languages
Moderated by Tim
A brilliantly informative presentation by the moderator. Identified what commonly passes for knowing a programing language, and what it means to have a mastery of a language. Described mastering a language along two paths: legally, or what it can do; and ethically, or how you should use it. Compared understanding and mastery of programming languages to spoken languages. Identified inefficiencies present in using one language as a crutch, or as a way of understanding and using another language. Also pointed out how a native speaker, fluent in two spoken languages, would be able to identify the subtle differences between the languages semantics, and would therefore know which language might express a concept better in certain situations. Correlated this anecdote with how a programer of one language might misconstrued the capabilities of a lesser understood language. Recommends that everyone master at least three different languages in order to better understand their capabilities and apply them more appropriately and efficiently in practice.
A few languages discussed or mentioned include: Lua, Haskell, C/C++, Java, Python, Perl, PHP, JavaScript, NoJS, CoffeeScript, and HTML5.
Session 2: 3D Environment & Lighting
Moderated by Rich
Identified two types of environmental design for games: linear and sand-box. Explained that cues for direction through the environment are critical for gameplay. Players that become lost often become frustrated, may loose interest, and ultimately stop playing the game. Some examples of cues are visuals (such as color, in game items, or effects), lighting cues, and sound cues. Use of game elements such as stat lists suggesting hidden rooms or items, or the necessity to find an use items for progression can encourage players to further explore an environment. Focus on creating a series of experiences for the player that both build up tension and provide a sense of relief from the experience. Environments can be quickly created by procedurally generating terrain with software such as World Machine and alpha maps specifying the environment layout. Note that lighting and shaders are resource intensive and are therefore the limiting factors in environment development. Bake lighting the texture map to avoid wasting resources, and avoid using dynamic lighting. Poly crunchers automatically reduce the number of polygons used in 3D assets.
Session 3: 2D in Unity
Moderated by Jake & Matt
Discussed the implementation and handling of 2D sprites in Unity. Working in a 2.5D with 2D textures in a 3D space. Unity is optimized to port to multiple platforms. Sprite Manager 2 can be obtained from the Unity Asset Store. A good reference source is the Unify Wiki for Unity. Begin with a simple primitive, such as a quad made of two triangles. Sprites are then mapped to the quad plane. Utilize a single texture to support multiple sprites. By compacting as many sprites onto a texture as possible will reduce the number of draw calls and thereby increasing the draw speed. Use of a sprite atlas helps to arrange and map sprites to texture sheets. Since light shaders are resource intensive, only use shaders that do not respond to light. When considering orthographic vs. perspective design, keep in mind that no parallax code is needed for an orthographic layout. Unity is also optimized to use Nvidia PhysX. When calculating collisions for multiple assets, use a single collider object instead of one for each asset. RageSpline can be obtained from the Unity store and used to draw smooth 2D graphics inside unity editor. iTween is a tween animation tool for use with Unity.
Games referenced: OMG Pirages, Battleheart, and Snuggle Truck.
Session 4: Procedural Narrative
Moderated by Shane
Identified procedural narrative as a story that emerges from a base set of rules through gameplay, as opposed to a choose-your-own-adventure where the narrative is limited to a designers predefined number of outcomes. Eve Online was an example given to identify with procedural narrative. Players provide the character development, and based on their decisions and ambitions unfold the story through interaction with other players. The complexity of the game allows for a narrative to emerge. Which is something most other titles lack. Multi-player modes in those titles are considered meta-games that are non-narrative. Single player modes for titles that attempt to generate an emergent narrative are reliant on — and limited to — the granularity of the gameplay, which usually results in a developer generated narrative.
Session 5: Coexistence of Art & Code
Moderated by Mike
Mantra: communicate effectively, establish understanding, cooperate, and repeat. Office organizational structure and layout can directly influence the level of communication between groups within a company. The work system should encourage and support intermingling between groups (i.e. programmers, artists, musicians, designers, writers, actors, tools developers, QA, marketing, PR, and management). In an ideal world, everyone is proficient in each area of the workplace. Efficiency is largely lost in communication. Keep in mind that humans are limited to begin with. Refusing to expand one’s knowledge and understanding is not only tragic, it should be seen as unacceptable in the workplace. The constraints of technology is no excuse for limited creativity, which goes for programmers as well as artist.
After yesterday, I am both humbled and inspired by the breadth of knowledge and experience shared by the event’s participants and speakers. I eagerly await the next GameLoop event.
For more coverage, visit: http://phillygameloop.com/coverage/
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We Need Your Help!
Because GameLoop is an unconference, it’s hard to prepare for the “meat” of the event. We’re looking for your help in documenting the success of the day!
Did you take photos? Add them to our Facebook page or the Flickr Group!
Did you take notes? Post them online and share with us the link so we can link to them from the schedule! (Or send us your notes and we’ll post them with your credit.)
Did you have slides for a topic you spoke to and are willing to share them? Send us the slides (or a link to them somewhere online)!
Did you write about GameLoop Philly in general on your blog or some other site? Let us know!
And last, but not least, provide an awesome quote/testimonial so we can brag about 2011 or take our attendee feedback survey so we can improve for 2012!
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Game Loop Philly Highlights
via Organics + Binary | 2011, May 21
Game Loop Philly Highlights
Although I don’t plan to start a career in game development, I attended the Game Loop Philly un-conference today. I thought I’d feel a little out of place, but I was pleasantly surprised by the breadth of topics. Each session was applicable to either my work or personal life and I met a lot of great people! Here are the highlights from the sessions I attended today.
Misconceptions of Programming Languages
- There is no universal or best language, just what is best suited for solving a class of problems.
- You should master three languages in different families (e.g. learn mix of procedural, scripting, functional, and object oriented languages); expands your thinking about problems and ways to solve them.
- Learn what you can do (e.g. syntax, features) and what you should (e.g. style, how to solve problems) do with the language.
- Don’t speak only “one dialect” – solve the problem the right way in that language (e.g. don’t write procedural code in Ruby).
- Languages are always evolving, so keep up with the new features and patterns.
- When learning the language, read other people’s code and write code to help you learn it faster (think immersion and speaking/writing a new spoken language).
Serious Games / Sustainability
- What are serious games? Games with purpose, value driven, teach, behavior modification, real world application.
- How do we learn? Trial & error, experiences, play = experience without serious consequences; learning from experience sticks with you better than studying for a test.
- Brainstorming for a compelling sustainability app – shared resources with a tight economy, provide rewards for leaving some the resource alone, make long term cause & effect obvious, tie in morality and social justice to game decisions, balance of long and short term goals.
- Game might not be enough; how do you reach people who don’t already value sustainability? How do you foster long-term interest in the issues? How do you change values – not just teaching information?
Android Roundtable
I lead a roundtable about developing for the Android platform, some topics that we discussed:
- Benefits of the platform and how it’s a great time to be involved with Android development
- Android Alliance community and upcoming meeting
- Deploying to Android markets and game saturation in the market
- Problems with the Amazon market for game developers
- User expectations of Android applications are low – the bar should be lifted
- How to use layouts and images to reduce the pain of device fragmentation
- Porting applications to Android (e.g. cross platform deployments, NDK with thin Java wrapper, OpenGL)
- Benefits of open market vs. a walled garden/curation approach
- Business models and success stories
X-Platform Dev: Does It Work?
- Short answer – no!
- User experience, device interfaces, and platform customization makes this difficult
- Need to customize for specific platforms, use different extensions, checks for platform type
- Can abstract game play and mechanics into reusable components (keep menus, upgrades, & customizations separate)
- Interfaces and devices are evolving at a fast pace, no silver bullet that lets you write once and deploy everywhere
Coexistence of Art & Code
- Knowing both programming and art principles gives you a seat at the “opposite” table; gives your voice more weight
- Creative vs. engineering is a false dichotomy – both are creative acts; corporate hierarchies (e.g. you have to be one or the other) and physical work environments (e.g. design on an entirely different floor) can entrench it
- Reach across the aisle! Communication is key, go out to lunch, strive to understand the nature of the other side’s work, develop a common language
- I asked how to find interaction designers and artists for Ship It Society projects; suggestions included reaching out to college students and design meetup groups, social cross-pollination
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Philadelphia gets in the GameLoop Saturday
via Philadelphia Business Journal | 2011, May 20
Philadelphia gets in the GameLoop Saturday
Boston may be a nice place to visit, but Philadelphia’s game developers were getting sick of going there for the GameLoop unconference, so they decided to put on their own.
The first annual GameLoop Philly will be held at the University of the Arts’ Corzo Center for the Creative Economy from 9 a.m. to 5 p.m. Saturday with sponsoring help from Comcast Interactive Media, which creates and operates online and mobile properties for its parent, Comcast Corp.
The unconference, which is focused on game design, will be the first GameLoop to be held outside Boston, where the initial one was held in 2008.
Unconferences get their name because, unlike typical conferences, which have a pre-determined agenda, their agendas are set by the people who attend them. GameLoop Philly could have as many as 20 sessions, according to Tristin Hightower, the treasurer of the Philadelphia chapter of the International Game Developers Association. Although most of the people who have registered for it so far are from the Philadelphia area, developers from the Baltimore, New York and Boston areas have also signed up to attend, Hightower said.
Admission is $20 and advance registration is required. To register for, or get more information about the event, go here.
In other Philadelphia gaming news, Grant Shonkwiler, is stepping down from his role as chairman of IGDA Philadelphia because he has accepted a job as a technical producer with id Software LLC, the Mesquite, Texas-based developer of such well-known games as Doom and Quake.
IGDA Philly’s vice chair, Matt Brenner, is replacing Shonkwiler as the chapter’s chair.
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Philadelphia To Become Second City to Host GameLoop, Local Game Developers Organize Their Own Unconference
via Geekadelphia | 2011, May 19
Philadelphia To Become Second City to Host GameLoop, Local Game Developers Organize Their Own Unconference
On Saturday, May 21st, over 75 game developers will gather at the University of the Arts to hold the first annual GameLoop Philly, hosted at the Corzo Center. Held annually, GameLoop is a one-day game industry unconference — a self-organizing conference — that originated in Boston in 2008. Think BarCamp (or CampCamp!) but focused specifically on the industry of games.
“Over the past two years, Philadelphia developers have traveled to Boston to attend the original GameLoop,” said Tristin Hightower, one of the Philadelphia event organizers. “After attending in 2010, we decided Philadelphia needed to do one of its own.”
The unconference, sponsored by Comcast Interactive Media (CIM), will be from 9-6 and will host up to 20 sessions. While most registered attendees are from the Greater Philadelphia area, developers from Baltimore, New Jersey, New York, and Boston are also coming in for the inaugural event.
Post- event, attendees are invited to head over to National Mechanics for a Chiptune Happy Hour with special guests Animal Style, X-Hunters, and Dain Saint.
Want to learn more? Sure you do. Visit GameLoop Philly’s official website for details.
GameLoop Philly
Saturday, May 21st, 2011
www.gameloopphilly.com
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Clickable Bliss: GameLoop Philly
via Clickable Bliss | 2011, March 30
Clickable Bliss: GameLoop Philly
GameLoop, originally christened in Boston, is coming to Philadelphia!
GameLoop Philly is a one-day unconference (barcamp format) dedicated to game development.
The event itself will be on May 21, 2011 at University of the Arts so save the date. More details to come soon.
If you are interested in sponsoring the event check out this pdf for more info.
I’ll be there demoing my new iOS game TwizShow and hopefully learning from others to help my next game be even better. Should be a great event.
UPDATE:
Jamie Pinkham asks:
@zorn wondering if this would be a good conference for an experienced iOS developer who’s looking to get into game programming?
Being an barcamp-like event it’s hard to guess what exactly will be discussed. People will propose and vote on talks at the beginning of the day. I’d suspect most talks will be higher level (game design, retention, business aspects) and not get into the nitty gritty of systems like cocos2d or unity but who knows.
For learning that stuff that there are good books and even training days to check out.
Capacity at this event is also limited. As the content is completely user generated, the people running the event are trying to maintain a good mix of experienced developers with less experienced developers. I believe they are doing this through an invite only period and then open tickets. If you are really interested in coming there will be a form to fill out on the site soon.
PS: I’m not really a fan of this invite only stuff but I understand the reason they have implemented it. An event full of people new to gaming might not make for the best content.
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GameLoop Philly: Recap & Photos
via Geekadelphia | 2011, May 26
GameLoop Philly: Recap & Photos
GameLoop Philly was held Saturday, May 21st at the University of the Arts, hosted by the Corzo Center and sponsored by Comcast Interactive Media.
Two floors of the Terra Building were taken over by over 75 local (and a few not-so-local!) members of the video game industry. The inaugural event went from nine am to six pm and boasted a total of 20 sessions throughout the day with attendees from Philadelphia as well as Baltimore, New York, New Jersey, and Boston.
GameLoop is an unconference (like BarCamp, or Eric Smith’s favorite, CampCamp) in which the attendees suggest the topics and moderate the talks themselves.
Sessions included “Misconceptions of Programming Languages,” “3D Environments and Lighting,” Agile Development Methods/Feature Creep,” and “Prototyping.” The “keynote,” so to speak, was “State of Games in Philly,” which had a big crowd of people discussing what can be done here in our great city.
GameLoop was started in 2008 in Boston by Darius Kazemi (who was in attendance at GameLoop Philly) and Scott MacMillan, two game developers looking to bring the community together.
After some Philadelphians attended the last two years, we decided to bring it home to Philadelphia and see what we could do to improve the game development scene. Much like in Boston, it was nice for many to be around like-minded people and discuss issues and try to come up with solutions.
The after party was held at National Mechanics. It was labeled a chiptune happy hour, but started with metal Mega Man X cover band the X-Hunters. Chiptunes did follow, with the amazing Animal Style as well as the absurd brilliance of Dain Saint from local game development team Cipher Prime. The organizers of the event, Tristin Hightower, Ray Merkler, Jake O’Brien, Grant Shonkwiler, and me – Nicole Kline – were all in attendance, grateful to everyone who participated. It’s official: the Philly game dev scene is on the rise.
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GameLoop Philly: video game development convention draws 80 first year to UArts
via Technically Philly | 2011, May 24
GameLoop Philly: video game development convention draws 80 first year to UArts
The following is a report done in partnership with Temple University’s Philadelphia Neighborhoods Program, the capstone class for the Temple Journalism Department.
The number of groups, businesses, organizations and conversations around Philadelphia’s video game development scene is slowly growing. Add now: an annual showcase convention.
This Saturday, more than 80 game developers, designers and programmers gathered at the Corzo Center at the University of the Arts in Center City for GameLoop Philly. The convention, which organizers are aiming to make an annual event, is based on the success of GameLoop Boston, which began in 2008.
“Philly was the next natural choice. The founders in Boston knew a lot of people here and know the game development community here is starting to get some footing,” said Ray Merkler, an independent game developer in Philadelphia who was one of the events co-organizers.
Attendees at GameLoop Philly want to strengthen an already tightknit community of developers in the region while bringing in an outside perspective, with attendees also coming from Boston, Baltimore and New York.
“We all know each other really well here in Philly,” said Grant Shonkwiler, former lead game designer at Megatouch games in Bristol. “The idea is to bring people who are not part of our group of 50 or 60 together.”
The convention is loosely structured, a credit to the easy familiarity of its participants. Like the familiar BarCamp structure, scheduling is self-perpetuated with attendees voting on what discussions they want to have during the daylong event. Topic discussions ranged from the serious, like 3D environment design, to the humorous, like Rapture-Not Bioshock. The result was a blend of thoughtful discussion, creative brainstorming and some good-natured jesting.
“Video game development in Philly is still fledgling,” said Merkler. “We’re very young so getting all this new talent in this new place can really motivate people to crank.”
More information on the Philadelphia game scene can be found at http://www.igda.org/philly
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2011 Schedule
| Black Box Room | Connelly | Room 831 | Room 833 | |
| 08:30 – 09:30 | CHECK-IN / BREAKFAST | |||
| 09:45 – 10:00 | WELCOME | |||
| 10:00 – 10:30 | MAKING OF SCHEDULE | |||
| 10:30 – 11:20 | Story Development | Misconceptions of Programming Languages - notes from Corey - notes from Nikko |
Producer Perception - notes from TGDF |
Making Tools That Don’t Suck |
| 11:30 – 12:20 | State of Games in Philly - notes from TGDF |
Serious Games / Sustainability - notes from Corey |
Game Design Concepts & Methods for Non Game Purposes | 3D Environments & Lighting - notes from Nikko |
| 12:30 – 14:30 | LUNCH - notes from TGDF |
|||
| 14:30 – 15:20 | Android Platform - notes from Corey |
Agile Dev Methods / Feature Creep | Changing Business Models - notes from TGDF |
2D in Unity - notes from Nikko |
| 15:30 – 16:20 | Procedural Narrative - notes from Nikko |
Prototyping | Intro to Cocos 2D | X-Platform Dev: Does It Work? - notes from Corey |
| 16:30 – 17:20 | HTML 5 Game Dev | Coexistence of Art & Code - notes from Corey - notes from Nikko |
Game Difficulty - notes from TGDF |
2D vs 3D FIGHT |
| 17:30 | CLOSING | |||
| 18:00 | PARTY AT NATIONAL MECHANICS | |||




