IGF Chairman, Canabalt Dev To Keynote Australia's Freeplay
July 20, 2010 4:00 PM | Eric Caoili
Australia's indie games event Freeplay announced its program and ticketing details for its August 14-15 show, including two keynote speakers: recently installed Independent Games Festival chairman Brandon Boyer and Canabalt developer Adam Saltsman.
Taking place at the State Library of Victoria, Freeplay 2010 will offer paid workshops and panel sessions (tickets are $22), as well as a free gaming expo open to the public. The latter program will feature a showcase of innovative local independent games, an opportunity to ask a panel of developers about their process, a ook at 8-bit graphic and chip music, and more.
The theme of this year's Freeplay is "Play is Everywhere", as the show's organizers want to loo at te creative process for video games from a wide range of angles. The group says it wants to look at how game developers come up with ideas, take them to completion, and foster the ones that work while letting go of the ones that don't.
"Freeplay is Australia’s only independent games festival, and we’re excited about bringing it back to the State Library of Victoria," says the event's co-director Paul Callaghan .This year, we have over 50 speakers across our 29 sessions on play, innovative business development, and game design -- as well as the inaugural Freeplay awards to highlight the best in local and international independent game development."
He adds, "Our commitment to bringing innovative international speakers out to share their experiences continues with Adam Saltsman, creator of the iPhone hit Canabalt, and Brandon Boyer, the new chairman of the Independent Games Festival."
Freeplay's organizes have posted a full program schedule, speaker details, session descriptions, and ticketing information. You can read more about Saltsman's slated sessions after the break:
Session Title: The First and Last 10% – Design
Speakers: Simon Joslin, Adam Saltsman, Nathan Thomas
Description: At opposite ends of the development process are the prototyping phase and the polishing phase. But should they be so separate? And how do we know when to stop iterating over our ideas? And when should we stop polishing something and get it out the door? This session looks at those two stages of a project and asks – what really happens in that first and last 10%
Session Title: Play and Games and Video Games and Us – Design / Culture
Speaker: Adam Saltsman
Description: Most animals play as soon as they can move. But why do cats jump into boxes? Why do dogs play tug-of-war? What does that have to do with anything? Let’s follow a thread that starts before humanity and leads to a form of mixed media that could only be imagined by the greatest minds in science fiction.
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