All times are in US Pacific (UTC -7).
9:00 | Doors Open |
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9:15 | Kickoff |
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9:30 | Professor "Prof" Brown - Why do I even like roguelikes? An exploration of player motivation
(bio) |
| Prof has been a game designer in the industry for over a decade, working both in AAA (Insomniac, Bungie) and as an indie (Hyper Light Drifter). They lovs gameplay systems and mentoring mid career game designers. |
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10:00 | Tabitha Sable - Curses! A Story of UNIX Interface Hardware and Software Co-Evolution
(bio) |
| Tabitha Sable has been a hacker and cross-platform sysadmin since the turn of the century. Her first exposure to rogue was under OpenBSD/mac68k 2.3 on the trusty Quadra 800, which soon led to commissioning a 386 server and offering shell and games service to her fellow students. Today, she can usually be found teaching adversarial techniques to other engineers, sharing systems engineering viewpoints with security folx, bicycling, and saying "I wonder what happens if we...". |
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10:30 | Unconferencing #1 |
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11:30 | Andrew Aversa - The End of Permadeath
(bio) |
| Andrew Aversa is the developer of Tangledeep, a traditional roguelike for PC & Nintendo Switch. Though he considers himself a full-time programmer and designer, his background is in music production and composition, where he made a career for over 10 years before pursuing a lifelong dream of making games. |
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12:00 | Tyriq A Plummer - YASDery Loves Company: Multiplayer in Traditional Roguelikes
(bio) |
| Tyriq is a game developer who has been working on the roguelike platformer Catacomb Kids for ten or six years, depending on how you count. He has also worked on several games as an artist and animator - including Thor DS, Epic Mickey: Power of Illusion, and Cadence of Hyrule - and has created a couple roguelikes for 7drl that he's pretty chuffed with: H.V.N.T.R.S. and Atgtha in Absurdia.
He really likes roguelikes, worldbuilding, and cats. |
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12:30 | Leif Bloomquist - Dungeon of The Rogue Daemon: A multiplayer roguelike for retro and modern platforms
(bio) |
| Retro gamer and hacker! My passion is exploring the intersection of old and new technologies, and how to reinvent classic genres into multiplayer experiences |
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12:40 | - break - |
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1:30 | Rosalind Miles Chapman - Hungry Rogues: The evolution of roguelike hunger mechanics
(bio) |
| Queer indie game designer who likes crunchy overcomplicated games. |
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1:40 | Julian K. Jarboe - Procedural Sound Design for Roguelikes
(bio) |
| Julian K. Jarboe is a writer and sound designer from Massachusetts. |
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1:50 | Albert Ford - Vision Visualized
(bio) |
| I'm working on a roguelike, drawn by the idea of procedural worlds that can surprise their original creators. I have yet to finish, as I've been exploring wonderful worlds others have made. |
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2:00 | Dustin Freeman - Procedurally Generating Technology Trees
(bio) |
| Dustin Freeman gets lost in tech trees all the time. By day, he builds new embodiment technology at Facebook Reality Labs. By night, he works on telepresence LARPs. He's Canadian, but lives in New York. |
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2:10 | Andrew Clifton - Don't generate, hash! (Or, how I learned to stop worrying and love SplitMix64)
(bio) |
| I'm a professor of computer science at a southern California community college. I've been working on a roguelike called "A World Like This One" for a few years; you haven't heard of it. |
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2:20 | Mark Gritter - Procedurally Generating Economies with Graph Grammars (and Math)
(bio) |
| I'm a startup and math nerd who imprinted on NetHack at an early age. I live in Minnesota, where I've been working remotely for Bay Area companies for seventeen years. I identify as an Artificer; I'm interested in how to make tools more usable and systems more understandable. |
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2:30 | Darren Grey - What Is A *Rogue* Like?
(bio) |
| Host of Roguelike Radio, community busybody and developer of many small roguelikes, including Broken Bottle, FireTail, The Trapped Heart and Time To Die. |
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3:00 | Andrea Roberts - Designing a Roguelike for People Who've Never Played Roguelikes
(bio) |
| Game Designer / Artist at Wonderbelly Games
Andrea is the co-founder of Wonderbelly Games, a tiny indie studio that just released their critically acclaimed debut: 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 four-year-old, and on any given afternoon, Andrea may be a princess, a triceratops, or a triceratops-princess.
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3:30 | - break - |
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4:00 | Phillip Daigle - Rogue's Gate: Feeling Around in the Dark
(bio) |
| 14 year veteran of the games industry, former Studio Director @ Beamdog, currently Senior Design Producer @ Improbable Canada. Insufferably positive, uneducated lout who fell ass-backwards into CRPGs. |
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4:30 | Herbert Wolverson - Procedural Map Generation Techniques
(bio) |
| Hobby game developer since the 1990s, developer of Nox Futura, One Knight in the Dungeon, and several 7DRL projects. Author of the Rust Roguelike Tutorial ( http://bfnightly.bracketproductions.com/rustbook/ ), and upcoming book with the working title Learn Rust by Making a Game book (Pragmatic Bookshelf, expected release this winter). Regular contributor to r/roguelikedev. |
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5:00 | bhauth - What Makes Dungeon Crawl: Stone Soup a Good Game?
(bio) |
| I'm the developer for bcrawl, a fork of Dungeon Crawl Stone Soup which is currently played about 4% as much. I'm also one of the better DCSS players, with a 20-streak of tournament game wins as well as 2 wins in 2 hours.
I've been interested in game design and procedural generation for a long time. As a child, I designed questionable board games, and more recently I made a program that automatically generates music. I've worked as a programmer, chemical engineering consultant, and tutor.
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5:30 | Eli Delventhal - Help Me Steal the Mona Lisa
(bio) |
| I'm the CEO and founder of Flint Games, a small indie part-time game studio. I've only just made the leap to full time, and will be founding a new studio later this summer.
In the past, I've worked on many commercial games that millions of users have played, such as Lumosity, BlitzKeep, We Rule, GodFinger, Quests and Sorcery, display.land, and more.
When not working on games, I love rock climbing, reading fantasy and sci-fi, and writing fantasy and sci-fi. |
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6:30 | Game Showcase & Unconferencing #2 |
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7:30 | Doors Close |
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9:00 | Doors Open |
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9:15 | Kickoff |
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9:30 | Xalavier Nelson Jr. - Procedural Generation for Dogs
(bio) |
| Xalavier Nelson Jr. is an award-winning narrative director and writer who has held leading roles on titles including Hypnospace Outlaw, Can Androids Pray, SkateBIRD, We Are The Caretakers, and many, many more. His current project is an absurdist first-person open world comedy adventure game called An Airport for Aliens Currently Run by Dogs, for a variety of reasons we can no longer remember. |
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9:40 | Max Kreminski - Synthesizing Story Sifters
(bio) |
| I'm a Computational Media PhD student in the Expressive Intelligence Studio at UC Santa Cruz. I design and build AI systems that support human creativity, especially in the context of storytelling. I also do a lot of other research in the areas of games and play, human-computer interaction, and procedural content generation. |
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9:50 | Clarissa Littler - (roughly) a hundred days of poetry in partnership
(bio) |
| I'm an ex-physicist, ex-computer scientist working on phenomenology and the computational humanities when I'm not teaching games programming to youth. |
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10:00 | Nicholas Feinberg - ??learndb's silliest corners
(bio) |
| Sometimes-retired Dungeon Crawl Stone Soup developer. |
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10:10 | Tanya X. Short - A Procedure for Changing Culture
(bio) |
| Tanya is the Captain of Kitfox Games, the studio behind Boyfriend Dungeon, Moon Hunters, and more, based in Montreal, Canada. She's also a co-founder and co-director of Pixelles, a feminist non-profit aiming to change game culture. |
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10:30 | Games Showcase & Unconferencing #3 |
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11:00 | The Game Band - A Perfectly Mundane Blaseball Experience |
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11:30 | Cat Manning - How To Build A Character System That Doesn't Fall Apart Two Turns Later (with apologies to PKD)
(bio) |
| Cat Manning is a narrative designer and writer currently at Riot Games. She has also worked on critically-acclaimed indie narrative games, including Pathologic 2 and Where the Water Tastes Like Wine. Her interests include procedural narrative generation, Ancient Greek drama, and making unwise decisions, as evidenced by her Ph.D. in literature. |
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12:00 | Gabriel Koenig - Good Mutation/Bad Mutation: Player Agency in Procedural Generation
(bio) |
| Gabriel is passionate about many creative outlets including games, music, visual art and performance. He enjoys experimenting with weirder ideas and looser styles. |
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12:30 | - break - |
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1:30 | Caelyn Sandel - Teaching the Fun of Losing
(bio) |
| Caelyn Sandel is an experimental author and narrative designer living in the greater Boston area. In addition to contributing writing and design to Caves of Qud, she also voices Grahu-Rubufo, Learned Snapjaw VTuber. |
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2:00 | Ivy Melinda - A flower in the garden: cultivating a community for Caves of Qud
(bio) |
| I'm a 35 year old, first time community manager for caves of qud, i like weird shit and i have a spider plant sitting on my windowsill that whispers dark influence into my ear when i sleep. |
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2:30 | Kate Compton - Making Polite Programming Languages: How to Design a Generative Language without a Programming Language Degree
(bio) |
| Dr Kate Compton (galaxykate) is a long-time generative artist, inventor, and programmer. She wrote the first paper on procedural platformer levels, generated the planets for Spore, created the language Tracery, and invented an early phone-based AR system. She currently works as an open-source researcher developing the next directions for Tracery and creative chatbots. Her mission is to design artificial intelligence to augment human creativity, and to create tools that brings AI into the hands of poets, artists, kids, and weirdos. |
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3:00 | Aaron A. Reed - Cadences, Lacunae, and Subcutaneans: Ten Years of Procedural Novels
(bio) |
| Aaron is a writer and game designer focused on helping gamemakers and players tell stories together. He is a multi-time IndieCade and IGF finalist, and has spoken about digital storytelling at venues as diverse as Google, PAX, GaymerX, and WorldCon. He is the author of "Adventure Games: Playing the Outsider" and an upcoming book on the history of text games. |
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3:30 | - break - |
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4:00 | Julian Day - Poetry at the Edge of Roguelikes: Writing Around Iterative Media
(bio) |
| Julian Day is a software developer and poet from Winnipeg, Canada. He is the author of Shadow of the Wyrm, a traditional roguelike. |
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4:30 | Todd Furmanski - Mysty Roguelikes, or: Using First Person Point-and-Click Paradigms with Realtime Graphics and Simulation
(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. |
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5:00 | Lee Tusman - Lower Dimensional Dungeons
(bio) |
| Lee Tusman is a New York-based new media artist and educator interested in the application of the radical ethos of collectives and DIY culture to the creation of, aesthetics, and open-source distribution methods of digital culture. He works in code, collage, sound and text. His artistic output includes interactive media, video art, net art, experimental videogames, sound art, websites, twitter bots and micro-power radio stations. His work has been shown at museums, galleries, artist-run spaces and virtual environments. He studied at Brandeis University and received his MFA at UCLA in Design Media Arts. He is Assistant Professor of New Media and Computer Science at Purchase College. |
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5:10 | droqen - The roguelike spirit without procedural generation
(bio) |
| hello i'm droqen! i make games, i g u e s s ? |
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5:20 | Josh Grams - Turn-based Space Flight?
(bio) |
| Math geek, word nerd, computer programmer, full-time small organic farmer. |
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5:30 | Adrian Herbez - Make a thing to make a thing: a primer on 3d-printable Procedural Content in the Browser
(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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5:40 | Younès Rabii - There’s A Skull In My Garden: How simple interactions can give new meanings to generated things
(bio) |
| Younès is a PhD student exploring how generative AI and PCG techniques can be used to create whole new kinds of game experience. |
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5:50 | Duke Dougal - My 30 year quest to find a lost Roguelike
(bio) |
| I'm a programmer from Melbourne, Australia with too many vintage computers. |
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6:00 | Closing Announcements |
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6:15 | Unconferencing #4 |
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7:30 | Doors Close |
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Within our chat/social space, there was a game showcase! Here are direct links as well.