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DESCRIPTION:\n	11:00 a.m.–12:00 p.m. (Redstone Theater and simulcast in the
  Bartos Screening Room) &nbsp\; \n	\n	Rami Ismail: Vlambeer—Everybody's Me
 dium (keynote) \n	\n	  Rami Ismail co-founded the Dutch indie studio Vlamb
 eer in 2010 with Jan Willem Nijman. The studio garnered mainstream attenti
 on when its fishing-plus-guns game\, Radical Fishing\, was cloned by a com
 petitor\, and again when Vlambeer released its successful re-imagining\, R
 idiculous Fishing. Ismail talks about his hopes for independent games and 
 the challenges we face to ensure that everybody has the opportunity to mak
 e games. \n\n\n	12:30 a.m.–1:30 p.m. (Fox Amphitheater) \n	\n	Games Busine
 ss Workshop \n	\n	Robert Nashak teaches the business and management of gam
 es at USC and recently served as Executive Vice President of Digital Enter
 tainment &amp\; Games at BBC Worldwide. He and others share insights on bu
 ilding a lasting and successful games business\, covering topics like mark
 et sizing\, fundraising\, management\, marketing\, and PR. \n	\n	&nbsp\; 
 \n	\n	12:30–1:30 p.m. (Redstone Theater) \n	\n	Indie Criticism \n	\n	Tevis
  Thompson writes video game essays and fiction\, including a monthly colum
 n at Grantland. He asks: In a community as enthusiastic and supportive as 
 the indie scene\, how do we criticize what we love? Thompson discusses the
  importance of strong criticism\, and of emphasizing the individual experi
 ence of the player as its foundation. \n	\n	\n	Building a Better BitSummit
 —Reinventing Japan’s Indie Gathering \n	\n	  James Mielke was the Editor-i
 n-Chief of Electronic Gaming Monthly and a producer at Q Entertainment and
  Q-Games in Kyoto before founding BitSummit\, an indie game festival in Ja
 pan. He explains the challenges of getting developers\, media\, and sponso
 rs to buy into his vision and improving it for a second iteration. \n	\n\n
 \n	12:30–1:30 p.m. (Bartos Screening Room)&nbsp\; \n	\n	We Built a Communi
 ty\, So Can You \n	\n	Cecily Carver is co-director of Dames Making Games\,
  a community organization dedicated to supporting women interested in maki
 ng games. She shares practical advice for anyone hoping to build a local g
 ame community\, sharing challenges\, program structures\, fundraising meth
 ods\, and guiding principles for inclusivity. \n	\n	\n	Rise Up: Overcoming
  the Toxicity and Inclusivity of our Industry \n	\n	TJ Thomas is a 23-year
 -old African-American artist who specializes in pixel art animation\, game
  design\, and ambient music. He looks at the industry's problems and issue
 s with inclusivity of race and gender\, analyzing and dismantling gathered
  statistics. \n	\n\n\n	2:00–3:00 p.m. (Fox Amphitheater)&nbsp\; \n	\n	Game
 s Marketing and PR Workshop \n	\n	  Ami M. Blaire is a brand marketing and
  business development executive who worked at Square Enix and Vivendi Game
 s before becoming managing partner of lvl UP Marketing. She gives practica
 l tips for audience acquisition\, effective branding\, guerilla marketing\
 , and generally getting your games noticed.&nbsp\; \n\n\n	3:00–4:00 p.m. (
 Redstone Theater) \n	\n	Narrative on a Budget \n	\n	Clara Fernandez Vara i
 s an Associate Arts Professor at the NYU Game Center. Matthew Weise is a f
 reelance game designer and writer. They argue that stories can help a game
  immeasurably\, yet few indie developers think they can afford them. Ferna
 ndez-Vara and Weise explain why and how to include a story without going o
 ver budget. \n	\n\n\n	LARP Is Indie: Live Action Game Design \n	\n	Shoshan
 a Kessock has been designing LARPs (Live Action Role Playing games) since 
 2006. She explains that LARP\, like the indie game\, has been a hotbed for
  personal and intense design for years. Emphasizing the overlooked connect
 ions between the two formats\, Kessock illustrates how LARP tackles many o
 f the same design challenges faced by digital indie designers. \n	\n	\n	3:
 00–4:00 p.m. (Bartos Screening Room) \n	\n	Discovering Grim History throug
 h Games: Tales Told by Early American Board Games&nbsp\; \n	\n	Julia Keren
 -Detar is a game designer and developer who has made games at Arkadium and
  Untame. She looks back across more than 150 years of American board game 
 design\, discussing the historical circumstances which influenced the crea
 tion of key games\, and the ways they have been reinterpreted and revised 
 in decades since. \n	\n\n\n	Video Games and the Spirit of Capitalism&nbsp\
 ; \n	\n	Paolo Pedercini is an Italian game developer\, artist\, and educat
 or whose projects as “Molleindustria” address issues of social and environ
 mental justice\, religion\, and labor. He addresses the biases in all comp
 uter games towards efficiency\, control\, and an embrace of a corporatist 
 view of real world systems and scenarios\, offering strategies to counter 
 these biases. \n\n\n	3:30–4:30 p.m. (Fox Amphitheater) \n	\n	Games Legal W
 orkshop \n	\n	Chris Reid studied intellectual property and technology at F
 ordham Law School\, working in patent litigation at Ropes &amp\; Gray LLP 
 before starting his own law practice. Participants will create a hypotheti
 cal game studio and walk through legal issues they can expect to encounter
 \, from founding a company to publishing titles. \n\n\n	4:30–5:00 p.m. (Re
 dstone Theater) \n	\n	Swords and Snails: The Killer Queen Story \n	\n	Josh
  DeBonis and Nikita Mikros detail Killer Queen Arcade’s unique design proc
 ess from capture-the-flag style field game to 10-player arcade cabinet. Jo
 shua DeBonis is a game designer and Director of Sortasoft LLC. Nikita Mikr
 os is the founder and creative director of SMASHWORX and Tiny Mantis Enter
 tainment. \n\n\n	4:30–5:00 p.m. (Bartos Screening Room) \n	\n	Paid to Crus
 h Your Dreams: Behind the Curtain of Publisher Acquisitions \n	\n	For over
  a decade\, Caspar Gray worked in product acquisitions for Square Enix\, E
 idos\, and SCi Games\, meeting with developers and studios and evaluating 
 thousands of pitches. He shares useful information on how to pitch your ga
 me to investors or the public\, how publishers assess pitches from develop
 ers\, how to approach them\, and when you shouldn’t bother. \n\n\n	5:30–6:
 30 p.m. (Redstone Theater) \n	\n	Meat\, Booze\, and Accordion Thieves: Ele
 ven Years of Kingdom of Loathing \n	\n	Zach Johnson and his team have main
 tained and updated the hand-drawn\, free-to-play\, browser-based massively
  multiplayer online (MMO) game&nbsp\;The Kingdom of Loathing for more than
  eleven years. Conference co-chair Margaret Robertson interviews Johnson t
 o discuss the creative\, commercial\, and community forces that have shape
 d the game's evolution. \n\n\n	5:30–6:30 p.m. (Bartos Screening Room) \n	
 \n	Costumes as Game Controllers: An Indie/Research Collaboration \n	\n	Kah
 o Abe focuses on improving social and personal experiences through the use
  of technology\, fashion\, and games. Katherine Isbister directs the Game 
 Innovation Lab at NYU and is a human computer interaction researcher\, and
  designer. They discuss their collaboration on a game that explores using 
 wearable technology and pop-up atmospheric elements to create unique emoti
 onal and social situations. \n\n\n	Players as Performers: Game Music and M
 usic Games \n	\n	Isaac Schankler is a composer\, sound designer\, and inst
 ructor at the University of Southern California and Chapman University. He
  looks at classical and experimental music as sources of inspiration\, fro
 m Mozart’s musical dice game to John Zorn’s improvisational system Cobra\,
  to propose the use of musical creativity and musical expression as game m
 echanics. \n\nOngoing:&nbsp\; \n\nExhibition: Indie Essentials: 25 Must-Pl
 ay Video Games \n\n  On view through March 2\, 2014 \n\nA playable exhibit
 ion of independent video games\, including the IndieCade 2013 award winner
 s alongside a selection of games from the last decade that have had great 
 impact on game design and culture. Organized by Museum of the Moving Image
  and IndieCade. (Access to Indie Essentials&nbsp\;is included with an Indi
 eCade East pass or with Museum admission). \n\n	Exhibitor Showcase&nbsp\; 
 \n	\n	Play new independent titles for the PlayStation 4 and Vita\, try on 
 wearable virtual-reality technology Oculus Rift\, experiment with some of 
 Facebook’s recent releases\, check out Ad Magic's custom printed card game
 s and board games\, and learn about FastSpring's e-commerce system. \n	\n	
 3:00–6:00 p.m.: Coffee reception sponsored by OUYA. \n\n\n	Passes: $45 pub
 lic / $35 students/seniors/Museum members. Order online or call 718 777 68
 00 during regular Museum hours to reserve passes. A full festival pass\, a
 llowing the holder access to all three days of IndieCade East\, is availab
 le for $125 / $100. Free admission for Silver Screen members and above. Ad
 mission for children (ages 3–12) will be $10 per day.&nbsp\;IndieCade East
  scheduled talks and workshops have limited capacity and are filled on a f
 irst-come\, first-served basis. Pass holders are not guaranteed admission 
 to all programs.&nbsp\; \n
DTSTART;VALUE=DATE:20140214
DTEND;VALUE=DATE:20140215
LOCATION:Museum of the Moving Image
SUMMARY:IndieCade East (Day One)
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