9:00 | Doors Open |
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9:45 | Kickoff |
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10:00 | Alexei Pepers - A Guide to Proc Gen Practitioners
(bio) |
| I am a game designer, programmer, and roguelike fanatic - starting with a love for Nethack and D&D, and leading to a broad passion for all things procedural that I love to encourage in others. |
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10:30 | Isaac Karth - Why Do You Want to Generate That? A Vocabulary For Talking About Procedural Generation
(bio) |
| Isaac Karth has been interested in roguelikes and procedural generation since playing NetHack and Elite. He is currently a PhD student at the University of California Santa Cruz, researching procedural generation. He has escaped with the Orb of Zot in Dungeon Crawl Stone Soup once." |
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11:00 | - break - |
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11:15 | Max Kreminski - Designing AI systems to support player storytelling.
(bio) |
| Max Kreminski is a PhD student in the Expressive Intelligence Studio at UC Santa Cruz, studying how artificial intelligence and generative methods can be used to support human creativity. |
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11:45 | Spencer Egart - Procedurally Generated Ritual Spell Systems
(bio) |
| I currently work at Monomi Park as a Game Engineer. Outside of work, I like to dabble in procedural generation, game tooling, and roguelike development. |
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12:00 | Adrian Herbez - Let's get Physical: 3d Printing for Roguelikes
(bio) |
| Adrian Herbez has been working in the game and virtual worlds industries for over a decade. He also runs a side business, Zanzas Toys (zanzastoys.com) creating and selling 3d printed action figure accessories. In his free time, he keeps busy with various side projects, usually related to game programming and/or 3d printing. His various experiments are documented at adrianherbez.net. |
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12:15 | Andrea Interguglielmi - Designing a turn based roguelike inside a real time simulated environment, and the many headaches that come after
(bio) |
| Andrea Interguglielmi has been around the game industry long enough to remember his first title published on a gameboy! His curiosity led him astray for a few years, working around the globe in VFX and animation studios, only to be eventually back to where he started. Making games with a bit of a vintage flavor. He’s not that old though. |
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12:30 | Lunch (Palmyra) |
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2:00 | Mark R Johnson - Speech Generation in a Procedurally Generated World
(bio) |
| I'm a game studies academic and roguelike developer. In my academic life I currently work at the University of Alberta where I study live streaming, esports, gamification, and loot boxes. I'm particularly known for my research on live streaming and Twitch, while my first book - The Unpredictability of Gameplay - has just been released, and explores roguelikes in a lot of detail! As a game developer I'm known for making Ultima Ratio Regum, a huge world-building / culture-generation roguelike project, which is finally back in development after something of a hiatus. I have also run a game design and game studies blog for the last eight years, I'm a co-host of the Roguelike Radio podcast, and I used to be a professional online poker player. |
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2:30 | Everest Pipkin - Corpora as medium: on the work of curating a poetic textual dataset
(bio) |
| Everest Pipkin is a drawing and software artist from Bee Caves, Texas, who produces intimate work with large data sets, archives, and other resources for digital information. They hold a BFA from University of Texas at Austin, a MFA from Carnegie Mellon University, and are currently based in Pittsburgh, Pennsylvania. |
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3:00 | - break - |
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3:15 | Max Hawkins - Mapping Activity Space - Adventures in Randomized Living
(bio) |
| Max Hawkins is an artist and computer scientist based in Los Angeles. For two years he let a randomized computer algorithm make all of his decisions including where to live, what to wear, who to talk to, and what to eat. |
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3:45 | Robin Sloan - Writing with the machine: GPT-2 and text generation
(bio) |
| Robin Sloan is the author of the novels Mr. Penumbra's 24-Hour Bookstore and Sourdough. He also regularly publishes digital experiments. |
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4:15 | - break - |
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4:30 | Todd Furmanski - 1 Button, 2 sprites, 4 directions, 8 Creatures, 16 Kilobytes: Experiences Making "Dragon's Descent," a Roguelike Action Game for the Atari 2600
(bio) |
| Todd Furmanski is a researcher with a focus in interactive digital environments and procedural content generation. Todd has a PhD in Media Arts and Practice, as well as an MFA in Interactive Media, both from the University of Southern California School of Cinematic Arts. His focuses include emergent algorithms as applied to interactivity, as well as the developing history of games and virtual spaces. While acting as the lead programmer on projects like "The Night Journey" and "Walden, a game," he has developed several other experimental works, such as "Forska" and "Dragon's Descent." Todd works with several platforms, from old consoles like the Atari 2600 to current Virtual and Augmented Reality devices. |
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4:45 | Leif Bloomquist - Updates to Commodore 64 and Retro Multiplayer Roguelike Development
(bio) |
| Leif Bloomquist has been experimenting with technology, games, and music since the days of the Commodore 64. He dabbles in retrocomputing, wearable technology, open-source hardware, and gaming. By day he is a senior engineer at MDA, a Canadian aerospace company developing the future of space robotics. |
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5:00 | Dungeon Court (run by Randy Lubin and Raph D'Amico) |
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6:00 | Dinner (Curry Up Now) |
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7:00 | Arcade and Party (themed alcoholic + non-alcoholic cocktails from GitHub's bartenders) |
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10:00 | Go Home |
9:00 | Doors Open |
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9:45 | Kickoff |
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10:00 | Thomas Biskup - Thoughts about modern roguelike user interfaces
(bio) |
| I am the developer and maintainer of ADOM (Ancient Domains Of Mystery), Ultimate ADOM (its sequel and our attempt at creating the ultimate fantasy roguelike) and in real life one of three CEOs of QuinScape GmbH. |
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10:30 | JP LeBreton - All Possible Glyphs: Playscii, an ASCII art, animation, and game creation tool
(bio) |
| JP is a veteran game creator. He's worked on "immersive sims" like Bioshock, adventure games like The Cave, and has deep connections to Doom and related mod communities. He believes a more diverse range of tools are key to making games a better medium. |
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11:00 | - break - |
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11:15 | Benjamin Berman - Tips, Tricks and History for Card Game Roguelike Design
(bio) |
| Creator of Spellsource, a community authored card game, and MonsterMatch, a monster dating game. Former MIT Media Lab games researcher. |
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11:45 | Patrick Devine - 2D Sprites with Unicode and Golang
(bio) |
| Long time roguelike player, lead Functional Architect at Docker. |
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12:00 | Evan Ovadia - ASCII, Sprites, and Symbolic Graphics
(bio) |
| I'm a roguelike player and developer, raised on ADOM. In my free time I like to program, snowboard, and refer to roguelites as a roguelikes where purists can overhear me. I'm currently a software engineer at Google, specializing in application architecture, working on Google Earth. I'm the developer of the 7DRL 2019 game Incendian Falls. |
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12:15 | Gabriel Santos - ASCII Art Techniques & Animation
(bio) |
| Gabriel is a life-long developer who loves games, ASCII-art and dogs, and respects the Sun more than usual. |
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12:30 | Lunch (Tropisueno) |
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2:00 | Brian Bucklew - Dungeon Generation via Wave Function Collapse
(bio) |
| I made part of caves of qud and sproggiwood. |
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2:30 | Scott Kovach - Managing Game Logic With Rule Systems - Using Relational Programming to Build Games
(bio) |
| Scott is a computer science PhD student at Stanford. He's interested in helping people build programs that are simple and understandable. |
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3:00 | - break - |
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3:15 | Kawa - Yet Another Conduct Conversation: a history of conducts in roguelikes
(bio) |
| Kawa is a roguelike expert and advocate who has been contributing analysis, rubber duck services, audiovisuals, the occasional convention-running, and general enthusiasm to the roguelike community since 2012. When not failing to ascend, they are crunching numbers, exploring cities, and making delicious food in New York City. |
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3:45 | Jim Shepard - Blooming on the Battlefield: Relationships, Rivals, and Romance in Gameplay
(bio) |
| Jim's spent the last 15 years making games about crushing monsters and taking their stuff. He believes that roguelikes can be a powerful vessel for sharing adventures and telling stories without losing the crunch and focus that makes the genre what it is. |
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4:15 | - break - |
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4:30 | Andrea Roberts - That's the Way the Ball Bounces: Using Physics to Manifest Chance in Roundguard.
(bio) |
| Andrea is the co-founder of Wonderbelly Games, a tiny studio working on a bouncy physics-based roguelike called Roundguard. Before that, she spent a decade in Narrative, UX, and Game Design at Microsoft. She splits her days between making games and raising her three-year-old, and on any given afternoon, Andrea may be a princess, a triceratops, or a triceratops-princess. |
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4:45 | Aaron Santos - Optimizing procgen parameters using mini-batch gradient descent
(bio) |
| Hobby roguelike developer who works on Robinson |
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5:00 | Stella Mazeika - Is This Even Randomized?: Turning Classic Games Into Multiplayer Roguelike Experiences
(bio) |
| "Stella is a now graduated Doctor of Computer Science from UCSC; she's now working on Proxi making interesting things out of memories. In her free time, she's a twitch streamer, speedrunner, and randomizer developer/community leader." |
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5:15 | Roguelike Trivia Game Show |
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6:00 | Head Out |