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UID:20260416T004640CEST-8121zI7V0k@http://www2.movingimage.us
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DESCRIPTION:\n	IndieCade\, the country's premier independent video game fes
 tival\, makes its East Coast debut at the Museum\, with a weekend of playa
 ble games\, presentations\, game jams\, and more. View all ongoing program
 s and games in the showcase. \n	\n	\n	12:00–1:00 p.m. \n	\n	Bedroom Develo
 pments: Making PlayStation Games in Your Underwear \n	\n	Presented by Rami
  Ismail\, Shawn Alexander Allen\, and Manuel Marcano \n	\n	PlayStation Mob
 ile is democratizing the publishing ecosystem on consoles\, tablets\, and 
 smartphones by allowing independent developers to create and sell their ga
 mes across an array of certified devices\, including the PS Vita handheld 
 console. By eliminating the need for special development hardware and crea
 ting a simple portal for publishing\, it is now easier for smaller teams t
 o create compelling experiences that reach hardcore console gamers. And al
 though the PlayStation Mobile platform has only recently launched\, it is 
 already attracting a diverse crowd of gamemakers\, including established i
 ndependent teams like Vlambeer and up-and-coming talent like Nuchallenger.
  Panelists talk about their personal journeys in independent game developm
 ent\, and their experience with PlayStation Mobile. (Suitable for ages 10+
 ) \n	\n	\n	\n	  1:00–2:30 p.m. \n	\n	Game Design Workshop \n	\n	Learn abou
 t the fundamentals of game design by creating small\, tabletop games. Afte
 r a brief introduction to the common characteristics of games\, attendees 
 work in groups and rapidly prototype a game\, and then test and get feedba
 ck on their work. (Suitable for ages 10+) \n	\n	\n	2:00–2:30 p.m. \n	\n	Sp
 acewar! Decathlon Final Competition\n	\n	Top players from the Spacewar! De
 cathlon battle for victory on Spacewar!\, the first digital video game\, i
 n the Museum's video game exhibition Spacewar! Video Games Blast Off. \n	
 \n	\n	3:00–4:00 p.m. \n	\n	Renga \n	\n	Renga is a feature-length game play
 ed by an entire audience directing laser pointers at a cinema screen. Ambu
 shed and left for dead in deep space\, players work collectively to gather
  resources\, build a new ship\, confront the enemy\, and finally return ho
 me. Combining real-time crowd interaction technology\, retro video game ae
 sthetics\, and a wry sense of humor\, Renga harnesses the power of crowd d
 ecision-making to turn the traditional hero's journey on its head and crea
 te a deep-seated sense of camaraderie among players. \n	\n	\n	3:00–3:30 p.
 m. \n	\n	Well Played\, Session 3 Cart Life \n	\n	Presented by Nick Fortugn
 o \n	\n	Hosted by the Entertainment Technology Center - Carnegie Mellon Un
 iversity \n	\n	What makes a game good? or bad? or better? Building on the 
 ETC Press books and journal and the success of last year's sessions\, Nick
  Fortugno will play Cart Life\, a retail simulation for Windows. The game 
 combines common video game devices with a mundane setting to examine the l
 ife of a street vendor. Cart Life plays with game literacy and expectation
 s to simulate an experience of modern capitalism. Nick Fortugno is a game 
 designer and entrepreneur of digital and real-world games based in New Yor
 k City\, and a founder of Playmatics\, a game development company. (Suitab
 le for ages 10+) \n	\n	\n	3:30–4:00 p.m. \n	\n	Well Played\, Session 4\, U
 nmanned \n	\n	Presented by Naomi Clark\, freelance game designer \n	\n	  H
 osted by the Entertainment Technology Center - Carnegie Mellon University 
 \n	\n	What makes a game good? or bad? or better? Building on the ETC Press
  Well Played book series and journal and the success of IndieCade 2012 ses
 sions\, Naomi Clark will play and discuss Unmanned. Unmanned is an experim
 ental game about a day in the life of a drone pilot. 'The game uses a seri
 es of short\, split-screen vignettes to combine simple mini-games with cli
 ckable conversation options\, and takes you through the rather safe\, humd
 rum existence of a modern drone pilot. Shaving\, driving to work\, flirtin
 g with your cute co-pilot\, and even playing video games with your son are
  all given equal weight to actually blowing up a suspected insurgent thous
 ands of miles away from a comfortable seat in front of a monitor. The resu
 lt is a nuanced\, wide-ranging look at a soldier's life from a variety of 
 viewpoints.'—Ars Technica (Suitable for ages 10+) \n	\n	\n	4:00–5:00 p.m. 
 \n	\n	You Don't Seem Happy! Video Games and the Philosophical Problem of B
 eing a Sore Loser \n	\n	Presented by Jesper Juul\, “The Ludologist” and as
 sistant professor at NYU Game Center \n	\n	We often say that video games a
 re 'fun\,' but in this lively talk\, Jesper Juul explains why this is almo
 st entirely untrue. When we play video games\, we rarely express happiness
  or bliss. Instead\, we frown\, grin\, and shout in frustration. So why do
  we play video games even though they make us unhappy? Citing QWOP\, Super
  Hexagon\, and Red Dead Redemption\, Juul compares the experience of being
  a sore loser to the experience of reading tragic plays and the shock of w
 atching horror movies. Juul is an assistant professor at the New York Univ
 ersity Game Center who has worked with the development of video game theor
 y since the late 1990s. His publications include Half-Real on video game t
 heory and A Casual Revolution. His upcoming book The Art of Failure will b
 e published in Spring 2013 by MIT Press . He maintains the blog The Ludolo
 gist. \n	\n\n\n	4:00–5:00 p.m. \n	\n	The New York Scene \n	\n	Presented by
  Asi Burak\, Joshua DeBonis\, and Colin Synder. Moderated by Celia Pearce.
  \n	\n	Panelists discuss New York's thriving independent video game commun
 ities\, tackling Babycastles\, Games for Change\, street games\, and every
 thing in between. Asi Burak is Co-President of Games for Change and co-pro
 duces the Annual Games for Change Festival. Burak co-founded Impact Games\
 , creators of PeaceMaker and Play the News gaming platforms. Joshua DeBoni
 s designs digital\, real-world\, and board games. He is the Director of So
 rtasoft LLC\, an independent game studio in Brooklyn\, and the co-founder 
 of NYC-Playtest and Brooklyn Game Ensemble. Colin Snyder is a video game d
 eveloper\, graphic designer\, and writer based in New York City. In 2011\,
  Snyder joined Babycastles as a graphic designer and has produced and dire
 cted numerous projects for the organization. Celia Pearce is a veteran gam
 e designer\, author\, researcher\, teacher\, curator\, and artist. She is 
 currently Associate Professor of Digital Media at Georgia Tech\, where she
  also directs the Experimental Game Lab and the Emergent Game Group. \n	\n
 	\n	5:00–6:00 p.m. \n	\n	John Sharp Keynote: Spacewar!\, Punk Rock\, and t
 he Indie Dev Scene: A Semi-Secret Quasi-History of Our DIY Roots \n	\n	In 
 1961\, the Hingham Institute Study Group on Space Warfare emerged from the
  nascent hacker community at MIT to kick start video games. Fifteen years 
 later\, DIY (Do It Yourself) bubbled out of the punk rock scene. Today\, t
 he same DIY ethos that led to Spacewar! and punk rock lives on with indepe
 ndent developers as they build entirely new experiences\, bring the hacker
  mindset to established industries\, and create new systems for making out
 side of monolithic capitalism. John Sharp puts on his ex-punk rock art his
 torian indie developer hat and connects the dots between the first video g
 ame\, the birth of DIY\, the indie game scene\, and more. Sharp is the Ass
 ociate Professor of Games and Learning in the School of Art\, Media and Te
 chnology at Parsons The New School for Design where he co-directs PETLab (
 Prototyping\, Evaluation and Technology Lab). He is a member of the game d
 esign collective Local No. 12\, which focuses on games as a research platf
 orm. Sharp is also the curator of Spacewar! Video Games Blast Off\, curren
 tly on view at the Museum. \n	\n	\n	6:00–7:00 p.m. \n	\n	Developing Physic
 al Games: Tools and Tricks for Jumping Off-Screen and into the Wide World 
 (Game U) \n	\n	Featuring panelists Kaho Abe\, Katherine Isbister\, and Gre
 g Trefry. Moderated by Jamin Warren\, founder of Kill Screen \n	\n	Movemen
 t sensors and cameras capable of motion capture are ubiquitous\, embedded 
 in devices ranging from major game consoles to mobile phones. Taking full 
 advantage of these new input possibilities requires radical shifts in game
  design. Panelists discuss examples of playful\, movement-based experience
 s on a range of platforms. \n	\n	\n	7:00–8:00 p.m. \n	\n	Game Jam Screenin
 gs \n	\n	Hosted by Sony Playstation \n	\n	Join the IndieCade East game jam
 mers as they present the Sony Playstation Mobile games they developed over
  the course of the festival\, immediately followed by an awards ceremony. 
 Grand prize includes a Sony publishing deal and participation in Sony’s pr
 ess conference at the Game Developers Conference in March. \n	\n	\n	Ticket
 s: $30 public / $20 students/seniors/Museum members. Order online or call 
 718 777 6800 to reserve tickets. A full festival pass\, allowing the holde
 r admission to all IndieCade events\, is available for $80 / $60. Free adm
 ission for Silver Screen members and above. Children ages 13+ and students
  are eligible for student level passes with valid ID. IndieCade East acces
 s for children 3–12 included with regular Museum admission ($6). \n	\n
DTSTART:20130217T113000
DTEND:20130217T200000
LOCATION:Museum of the Moving Image
SUMMARY:IndieCade East: Day Three
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