IndieCade call for submissions!

 Posted by (Visited 5474 times)  Game talk  Tagged with:
Mar 082009
 

Celia writes,

IndieCade Call for Submissions:

IndieCade invites independent game artists and designers from around the world to submit interactive media of all types – from art to commercial, ARG to abstract, mind-bending to mobile, serious to shooter, as well as academic and student projects – for consideration. Work-in-progress is encouraged.

A diverse jury of creative and academic leaders will select entries for top prizes at the IndieCade 2009 Festival. All entries for the Festival will also receive consideration for presentation at all 2009 IndieCade international exhibitions including:

IndieCade 2009 Events:
IndieCade @ E3, Los Angeles (June 2-5)
IndieCade Asia TBA
IndieCade @ SIGGRAPH, New Orleans (Aug 5-7)
IndieCade 2009 (Oct 1-10)
IndieCade Europe, GameCity, UK (Oct 26-29)

Submissions Deadline: April 30, 2009 at Midnight PST.

For more information and to enter: www.IndieCade.com.

IndieCade’s successful flagship 2008 festival held last October at Open Satellite contemporary gallery in Bellevue, Washington, was the first major intertaional exhibition of independent videogames and videogame art in the area. Event organizers include IndieCade Founder Stephanie Barish, Chair Celia Pearce, and Festival Director Sam Roberts.

ATOF Tetris variant comes true

 Posted by (Visited 17079 times)  Game talk, Writing  Tagged with: ,
Feb 132009
 

logo_jogo1Those of you who have read Theory of Fun for Game Design may recall this passage:

Let’s picture a game wherein there is a gas chamber shaped like a well. You the player are dropping innocent Jews down into the gas chamber, and they come in all shapes and sizes. There are old ones and young ones, fat ones and tall ones. As they fall to the bottom, they grab onto each other and try to form human pyramids to get to the top of the well. Should they manage to get out, the game is over and you lose. But if you pack them in tightly enough, the ones on the bottom succumb to the gas and die.

I do not want to play this game. Do you? Yet it is Tetris. You could have well-proven, stellar game design mechanics applied towards a quite repugnant premise.

We don’t need to wonder anymore. A comment in the last thread by the felicitously named Raphael Aleixo (my brother’s name is Alex!) tells us that the Brazilian game design club Loodo has made it, with a slight tweak to the theme: I give you Calabouço Tétrico. Read on for my thoughts!

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