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5th International Independent Videogames Festival in Berlin, April 20 to 22, 2016 – plus extra Family Day.

We’re still adjusting and adding things to the schedule, so keep checking it in the next days for updates!
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Workshop [clear filter]
Thursday, April 21
 

11:00

David Hayward, Jonatan Van Hove, Sos Sosowski: Make Controllers
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

Note: a 15 EUR fee will be required to cover material costs – you will get to keep the controller you built at the end of the workshop.

This workshop is suitable for complete beginners.

You will learn:

  • How to make holes in a thing.
  • How to put buttons in it.
  • How to solder.
  • How to make it talk to a computer.

Bring an object you want to make into a controller. Preferably one small enough that you can carry it up some stairs. And not made of glass.

Artists
avatar for David Hayward

David Hayward

David’s background is running events about videogames, ranging from exhibitions and festivals to gamejams and arcade building workshops. He runs UK festival Feral Vector, and curates the Leftfield stand at EGX events, showing independent games and experimental games-related wor... Read More →


Thursday April 21, 2016 11:00 - 14:00
Haubentaucher Revaler Str. 99, 10245 Berlin

11:00

Sherida Halatoe: Making it personal: A different approach for diversity in games
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

Although the game industry becomes more and more diverse every year we still tend to see the same types of stories and heroes over and over again. This workshop will help participants step away from archetypical cliches and create new worlds. We look to other cultures and settings and learn how to incorporate them in our works while staying true to ourselves and the source materials.

Part of the workshop is dedicated to creating new and believable characters while taking inspiration from our own lives and inner conflicts. Of course these characters need a voice of their own and the final part will be dedicated to finding this.

Participant requirements:

An open mind and a basic knowledge of writing terminology is all that's required. This workshop encourages the participants to actively participate.

Tools participants should bring:
  • Notebook
  • Optional: laptop with Twine pre installed

Intended audience:


Primarily for game writers & narrative designers but also for anyone with an interest in storytelling

Artists
avatar for Sherida Halatoe

Sherida Halatoe

After graduating Sherida decided to start her own studio named tiger & squid and worked on several projects since. Although each project is very distinctive from each other, all of them feature a unique art style, emotion-driven gameplay and an interesting insight in human psychology... Read More →


Thursday April 21, 2016 11:00 - 14:00
Haubentaucher Revaler Str. 99, 10245 Berlin

14:30

Pedro Lopes: microphones as (weird but fun) game controllers!
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

Note: a 5 EUR fee will be required to cover material costs – you will get to keep the contact microphone with you at the end of the workshop.

The most creative game concepts are so out of the box everything is turned upside down… here we will experiment with: microphones as game controllers!

You will learn the basics of different types of microphones (such as contact piezzo microphones, simple omni, etc) and sound processing using Pure Data and Unity3D to leverage these mics and make weird game prototypes: a game that reacts to the different sounds, a game where you have to sing the right note, a game of who shouts the loudest, a breathing game?

  • You will get: contact microphones to take home with you
  • You will learn: basics of audio processing using Pure Data, how to connect external software to unity3D via OSC
  • You will make: some simple (and hopefully weird) game with a mic!

Not convinced, see what a simple microphone can detect: https://vimeo.com/30997725

Skills: Basics of Unity3D and/or Processing (we are just making simple games)
Language: English
Tools: bring your laptop 

Participant requirements:

  • Skills: Basics of Unity3D and/or Processing (we are just making simple games)
  • Language: English
  • Tools: bring your laptop 

Tools participants should bring:


  • Please bring your laptop, if you have a sound card or microphones (even if its just a simple headset mic) that you would like to use, bring them along! 
  • Have the following installed prior to start: PureData Extended (grab it here: https://puredata.info/downloads/pd-extended), Unity3D (grab it here: https://unity3d.com/) or Processing (grab it here: https://processing.org/download/)
  • If you have a laptop with microphone input, even better!

Intended audience:


Game designers, programmers, general audience with interest in sound. You do not need to be an expert programmer but expertise in one game programing environment is important to make your prototypes (note that only Unity3D and Processing are supported by the workshop teacher).

Artists
avatar for Pedro Lopes

Pedro Lopes

Pedro creates muscle interfaces that read and write to the human body. Pedro’s work is a philosophical investigation of HCI as in Human-Computer “Integration”, rather than “Interaction”. His work has captured the interest of media, such as MIT TR, Discovery Channel... Read More →


Thursday April 21, 2016 14:30 - 17:30
Haubentaucher Revaler Str. 99, 10245 Berlin

16:30

Adam Dixon: Writing Game Poems
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

'A gamepoem might describe an absurd scenario that’s fun to imagine; it might awkwardly gamify an everyday experience in a way that’s meaningful; it might be a parodic set of instructions; it might give rules to follow that result in revelatory experiences; it might be contained within a moment or a lifetime.' - Harry Giles, http://harrygiles.org/2015/06/17/gamepoems-a-primer/

This workshop is about making gamepoems - short, written games that reflect on life. After a short chat about what gamepoems are and where they're come from - and a chance to test out a couple - we'll make some of our own.

Participant requirements:

None, other than an understanding of English - but people can write games in their own language. If people want to understand what gamepoems are this is a good start: http://harrygiles.org/2015/06/17/gamepoems-a-primer/

Tools participants should bring:

A notepad and pens

Intended audience:

Anybody! It's for anyone who might want to try out making poetic games.

Artists
avatar for Adam Dixon

Adam Dixon

Adam Dixon is a game designer, writer and event organiser based in the UK. He's interested in games that explore communities, relationships and politics. In 2015 he made a game a week for the entire year.


Thursday April 21, 2016 16:30 - 17:30
Haubentaucher Revaler Str. 99, 10245 Berlin
 
Friday, April 22
 

11:00

Kevin "Gaeel" Bradshaw-Rodriguez: Hardco(r|d)e techno - Making computer music with the simplest tool, code
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

Music is sound with interesting properties, like texture, tone, and rhythm. Sometimes there are happy accidents, and music can be found in unexpected places. During this workshop, we will explore the sounds that can be produced by writing deceptively simple code, and telling the computer to interpret the output as sound. You will leave this workshop with some musical artefacts of your own, and the tools and know-how to make more.

Participant requirements:
  • No specific knowledge is required. We will be writing *extremely* simple code, and the basic elements required to follow will be taught during the workshop.

Tools participants should bring:
  • Participants should bring a laptop computer with a desktop operating system (Windows, OSX, Linux, etc...) and a set of headphones.
  • The following software: http://is.gd/hardcorde

Intended audience:

 
This workshop is intended for anyone with a hungry mind, a curious ear, and a desire to peek into the oddities and aesthetics of found art and creative programming.

Artists
avatar for Kevin

Kevin "Gaeel" Bradshaw-Rodriguez

Not a robot. Makes things: Games, keyboards, arcade cabinets, short C programs that make music, long Lua programs that do nothing, little bits of C# programs that will hopefully do something someday, soup, salads but not money. Still not a robot. Damn.


Friday April 22, 2016 11:00 - 13:00
Haubentaucher Revaler Str. 99, 10245 Berlin

11:00

Shalev Moran: Performing in Digital Spaces – a Videogame Choreography Workshop
Limited Capacity filling up

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

This experimental workshop aims for a new type of subversive play - creating videogame choreographies. Originally created for 'Oh Man, Oh Machine', a workshop series exploring the intersection between the (body-centric) choreographic practice and the digital state.

In this workshop, perticipants will learn about forms of subversive play and performance art in videogames, and then divide to groups and create short choreographic routines within games. The workshop will end with a presentation of all the groups.

Participant requirements:

  • be comfortable with a gamepad
  • (or not. you can let others play)

Tools participants should bring:


  • A laptop
  • Recommended: Gamepads
  • Optional: A game. Optimally, one that shows the avatars from a 3rd-person-perspective, that offers a diverse range of movements, and preferably that can display numerous player avatars on the same 'stage'. Fighting games and smash-bros-like games usually answer these criteria, as do other competitive genres (but you can go wild).
  • Optional: Soundtrack. We'll have time to research the soundtrack during the workshop but you can also prepare your soundtracks in advance. This could be a musical track, a YouTube video, a spoken word or singing or chanting you perform live during the performance, or any other type of live or recorded sound. You can bring with you as many options as you like or just research during the workshop with your group. Each group will create a performance of about ~2 minutes.

Intended audience:


  • Designers interested to critically examine what kinds of play games may afford outside of explicit goals
  • Artists interested in a radically new space for performance art and dance
  • Scholars interested in subversive play and performance in digital spaces

Artists
avatar for Shalev Moran

Shalev Moran

Curator, designer and artist. | | Shalev is the Games Program Director for Print Screen Festival in Holon and for Steamer Salon Festival in Tel Aviv. He is currently developing his 6th games exhibition as a curator. | | He is the host of a long-running monthly videogame lecture... Read More →


Friday April 22, 2016 11:00 - 13:00
Haubentaucher Revaler Str. 99, 10245 Berlin

13:30

Alicia Contestabile: Digital Storytelling with Twine: Workshop and Mini-Game Jam!
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

We’ll use Twine, an open-source tool for developing interactive stories to create games. This workshop requires no previous experience, and is perfect for beginners. Create a “choose­your­own­adventure” style narrative, or using HTML5 and CSS, create any kind of game that can run in browser.

Participant requirements:

No prior knowledge necessary.

Tools participants should bring:

Laptop (preferred) or tablet, and Twine (1.4.2) – http://twinery.org (can also be installed at the workshop, but saves time if you install it in advance)

Intended audience:

All are welcome!

Artists
avatar for Alicia Contestabile

Alicia Contestabile

Alicia Contestabile is a writer and game designer from Toronto, Canada. She teaches game-making workshops and is a community-development and educational consultant when she’s not levelling up her programming skills and changing her hair colour.


Friday April 22, 2016 13:30 - 15:30
Haubentaucher Revaler Str. 99, 10245 Berlin

13:30

Morten Reinholdt, Rami Bock: The Future of AI in Indie Games
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 

The workshop gives an overview of state-of-the-art of AI technologies for indie developers, and reviews some of the use cases that these technologies can solve to create deeper immersion, more intelligence behavior, and a greater game experience.

Attendees learn to implement these tools in Unity, through hands-on examples of AI solutions to common challenges.

Topics that will be seen during the workshop:
  • Current state of AI in games.
  • Todays game AI requirements.
  • AI Approaches and models.
  • What is Utility AI.
  • AI complexity and simplifications.
  • Examples of AI use cases.
    • Desires.
    • Tactical Reasoning.
    • Dynamic Dialogs.
    • Dynamic Worlds.
    • Etc.
  • Apex Utility AI
    • Structure
    • Terminology
    • Exercises
  • Discussion.

Participant requirements:

The workshop is in English.

For the hands-on part of the workshop, knowledge of Unity and programming is required.

Tools participants should bring:

Bring a laptop with Unity and a C# editor or SDK installed.

Intended audience:

Game developers, programmers, and any interested in AI.

Artists
MR

Morten Reinholdt

Morten Reinholdt is a skilled game developers, and has worked on many titles within mobile and social games.
avatar for Rami Bock

Rami Bock

Rami Bock is a skilled AI programmer, and has been architect on Apex Steer, and has been part of the team developing the Apex AI portfolio.


Friday April 22, 2016 13:30 - 16:00
Haubentaucher Revaler Str. 99, 10245 Berlin

16:30

Elizabeth Maler: Playtesting Like a Boss
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Playtesting is a kind of user testing where you test your game with people who match the final audience of your game, and then analyse what they say and how they play in order to understand what is wrong with your game. This workshop will actually be a talk but for a few selected lucky people.

You'll learn the different steps of organizing a playtest, how to avoid common mistakes and you'll see examples of how some games improved after going through playtesting.
At the end, you'll be able to show your game and you'll be provided with tips on how to playtest it.

Participant requirements:

None.

Tools participants should bring:

If you can bring a demo of a game you're working on, it could be nice. But that's completely optional.

Intended audience:

Anyone who wants to learn more about playtesting.

Artists
avatar for Elizabeth Maler

Elizabeth Maler

Elizabeth is leading three lives at once. By day she organizes indie games playtests with Play in Lab to understand why 90% of players can't open that damn door. In the evening she fights the patriarchy. By night, she works on her A MAZE. Award-nominated game, A Normal Lost Phone... Read More →


Friday April 22, 2016 16:30 - 17:30
Haubentaucher Revaler Str. 99, 10245 Berlin
 
Saturday, April 23
 

12:30

Hilary O'Shaughnessy: Movement for Design (POSTPONED TO SATURDAY AT URBAN SPREE)
Limited Capacity full
Adding this to your schedule will put you on the waitlist.

Due to circumstances beyond our control(lers), this workshop has been moved to Saturday from 12:30 to 14:00 and will now take place at Urban Spree. Meeting point is near the cash/info table at Urban Spree. Please update your status if you can't attend the session anymore!

Capacity for this session is limited. To reserve a spot, select the “Add To My Sched” button next to the workshop title. If the session is already fully booked, you can add yourself to the waiting list by selecting the same button. 


Lets face it, 'wearables' (mostly) suck. We can do better!

Hilary will use improv exercises from theatre to help us loosen up our movement and ideate new wearable interactions around movement, before we introduce technology. This will be a fun, interactive workshop to get you thinking a little differently about using movement to design. 

Participant requirements:

The workshop will be in English. (I speak German too if that helps.)

Tools participants should bring:

Please know we will move about indoor and outdoors so wear clothes that you can move in comfortably. (You may be asked to remove heavy jewellery in case it hits off of someone.)

Intended audience:

Designers, actors, anyone who wants to design games with movement or is interested in games and bodies. You don't need to be a performer/dancer or anything, it will be very approachable. 

Artists
avatar for Hilary O'Shaughnessy

Hilary O'Shaughnessy

Hilary currently works as a producer Watershed in Bristol. Her background spans theatre, game and interaction design both as an artist, designer, and producer. Most recently, she created Prototype Festival of Play and Interaction in Dublin. 


Saturday April 23, 2016 12:30 - 14:00
Urban Spree Revaler Str. 99, 10245 Berlin