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Game Happens 2018 – Curatorial Document 
 Version: 1.6a (last update: 15 April 2018)


GAME HAPPENS U RBAN G EOGRAPHIES GENOVA, ITALY MAY 25-26, 2018 Game Happens is the international and independent festival in Italy where game design looks beyond its own boundaries. The 2018 edition features two days of talks and games and it brings extra inspiration from urban design, architecture and social sciences. 


Website: gamehappens.com
 Twitter: @game_happens
 Facebook: Game Happens
 Instagram: @gamehappens
 Mail: info@gamehappens.com

Associazione culturale Game Happens Address: Corso Europa 220/14 –16132 Genova (ITALY) CF: 95189850100 IBAN: IT 39 B 03599 01899 050188533235

Game Happens 2018 – Curatorial Document 
 Version: 1.6a (last update: 15 April 2018)


MANIFESTO Game Happens is curated We play what we like. We share what we love. 
 We highlight what inspires us most. Game Happens is independent
 Our endorsements represent our beliefs. 
 Our decisions are not influenced by external interests. Game Happens is transdisciplinary
 Because games are a complex art form. 
 Because different disciplines must work together to investigate them. Game Happens is a political statement
 As creators we are accountable for the meaning of our work. 
 As curators we are accountable for the space we build. Game Happens is international
 There are no barriers to creativity. 
 There are no borders to collaboration. Game Happens is nonprofit
 The financial support we seek allow us to organise our events. 
 The financial support we receive is fully invested in our events. Game Happens is inclusive
 Everyone is welcome. Everyone is respected. 
 We value diversity.

GAME HAPPENS, 2018



CODE OF CONDUCT Game Happens is dedicated to providing an online and a conference experience free of discrimination and harassment for everyone, regardless of gender, gender identity and expression, sexual orientation, disability, physical appearance, body size, race, colour, national origin, citizenship, level of experience, age, religion (or lack thereof), or technology choices. We oppose discrimination and harassment in our community. We do not tolerate harassment of conference participants in any form. Conference participants violating these rules may be sanctioned and / or expelled from the online community and conference without a refund at the discretion of the conference organisers. Attendance at Game Happens implies that the participants agree to, and will abide by, these rules. Supporters, partners, speakers, exhibitors and media are also subject to the anti-harassment policy. The full code of conduct is available at http://gamehappens.com/code-of-conduct/ 

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INTRODUCTION Game Happens is a nonprofit people-driven cultural association based in Genova (Italy) and focused on the human side of game design. Game Happens started in 2014 as an international festival in Italy – part conference and part showcase – dedicated to both indie game developers and students, without forgetting the diversity and variety of involved ideas and points of view. We wanted to create a space for young game designers to learn from international professionals. During the years, Game Happens became a force for positive change: we reached an international audience, we pushed the boundaries of game design, and we offered imaginative perspectives challenging the status quo of the games industry. In the last four years, Game Happens brought together in Genova amazing and inspiring game people such as Rhianna Pratchett, Paolo Pedercini, Eric Zimmerman, Tale of Tales, Rami Ismail, Adrian Hon, and Chipzel. Game Happens curates exhibitions and workshops, seeks partnerships with nonprofit organisations, localises meaningful games, and coordinates local meetings for game professionals and students of the Italian game scene.

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WHY GAME HAPPENS? Today more than ever, indie games are experimenting with creativity and innovation. Their efforts have often larger than life consequences for the whole games industry and beyond. Game Happens is an opportunity to learn from innovators, thinkers, independent creators from all over the world. Game Happens is the first of its kind in Italy: the event focuses on the artistic, educational, cultural and creative sides of games, but always putting people first. And that’s why we value autobiographical stories, both in the conference and exhibition programme. Games can be an incredible art form; they are complex artefacts and creators have a social obligation to be responsible with their games and to use them in a constructive way. Game Happens is a safe place where creators of meaning can discuss their own work with their peers, putting themselves into a wider, international, perspective. Game Happens is a community where different approaches converge. We learn from literature, architecture, interaction design, experience design, stage design, figurative and performing arts.

GAME HAPPENS 2017 Game Happens 2017 Trailer – https://youtu.be/GT9-APmXVhA Game Happens 2017 Report – https://goo.gl/TbJ2Rw 


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GAME HAPPENS 2018 – OVERVIEW URBAN GEOGRAPHIES Game Happens returns for a fifth edition to investigate the relationship between urban architecture and worldbuilding, public spaces and virtual spaces. This year we are focusing on how cities and urban settlements in general are built and experienced at the intersection between real life and video games. In a world in which the human race is ever increasingly choosing to settle within the urban space, it follows that the physical and architectural structure of a city will have to adapt to fulfil the social needs of its inhabitants. Are our cities to be mirrored in virtual reality? Or, shall we embrace a different approach in creating the urban geographies of video games? Where is the genius loci in game design?

MAIN CONFERENCE During the Main Conference, each morning, three international speakers will bring their own experience and then they will share the stage for a moderated round table. The Main Conference is dedicated to game designers, game development students and professionals who are looking up to games in order to improve their works. The complexity of the city as the fundamental inhabited nucleus, as the cultural and commercial hub of our contemporary society, and as the tangible embodiment of our scientific evolution as a race, is rendered in the Main Conference thanks to the specific cultural background and research focus of each of the selected speakers. The Main Conference is therefore structured by keeping in mind the importance that the stratification of different layers has in shaping each city in such a diverse yet cohesive and coherent functioning reality. Therefore, in order to present the player with a realistic depiction of a city, several are the aspects to be

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carefully explored and analysed while designing the digital counterpart of any (real or fictional) world. As a city planner and game urbanist, Konstantinos Dimopoulos will explore the basics of creating sensible worlds that could mimic the main functions and feel of real cities, while being designed specifically with game mechanics in mind. This talk will be about: urban functions, navigating virtual cities, game cities, urban planning, and constructing civic mental maps. Moving forward from the physical aspect of creating a consistent city, Kate Edwards' experience as a Geopolitical Strategist and Culturalisation Expert will help the audience understand how the correct representation of a culture and spaces within a fictional world can be very sensitive issues. From her perspective as a game designer, Jess Haskins will proceed even further, by addressing the issue of the politics of worldbuilding: even if the world we design is virtual, the effects of the implemented politics (or lack thereof) will deeply impact both the players and the real world. As a writer and contemporary flâneur, Darran Anderson will provide a transdisciplinary perspective by focusing on the idea of the city as depicted at the cross section between works of art, video games, and reality. A badly designed map, a misrepresented culture, the absence of an ethical apparatus, or the unawareness of centuries of art devoted to cities: these are all mistakes that many games tend to make still today, with devastating results both on the market and the audience. The importance of the video game as a new pervasive cultural medium raises the stakes. This conference aims at providing an analysis of selected layers that — when combined together — generate the synergy of urban geographies, a field that cannot be neglected or overlooked by the games industry and its community.


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EXHIBITION AREA Alongside the talk sessions, the festival presents a curated selection of games. The Exhibition Area is where creators and players come together: the selected games are presented by their own developers and designers, in order to start a dialogue with their audience. Building a relationship between attendees and authors is one of the main goals of the Exhibition Area. Admission to the Exhibition Area is free for all visitors, because we want to show everyone – especially to those who doesn’t usually play games – how games can be different, unique, weird, artistic, and experimental.

The theme also emerges in the Exhibition Area, specifically curated by an exhibition designer and an architect. Game Happens is dedicated to celebrating different points of view and it has always been: diversity is one of the most

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important values to us, and we do believe the games industry should be always inspired by inclusivity. This year, points of view are also staged through the urban landscape in the exhibition area, in order to show people different perspectives, to make them look in unusual ways, through unusual narrow spaces like keyholes. The area is like a stage where creators can meet their public. We are not designing just a showcase floor, we are designing an experience.

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ART DIRECTION Urban Geography is the sub-discipline of geography that studies cities and concentrates on areas with high density of buildings and infrastructures. In this high density, when we look at the city we always discover new points of view, we see paths, geometries, volumes and empty areas in front of us, above us, around us, balancing positive and negative spaces. Also, cities themselves transform continuously through time. We have decided to try to show more points of view at once, starting from connections and paths that go through the streets of a blueprint map: in the city, lights outline volumes, shadows and shapes. Shapes are here deconstructed and simplified, showing us what lies behind. And yet, this can be just a glimpse of a more complex structure. This is a city where a lot is about to happen.

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We have decided to use different shapes as a keyhole, or a window that looks out onto the city. The triangle represents connections and infrastructures, in a place where ideally every point can be linked to another. The square represents stability [Civis / citizen: From Proto-Italic *keiwis, from Proto-Indo-European *(s)kew- (“to lie down, settle; home”)]. The circle represents enclosure [(Urbs / City: From Proto-Indo-European *werbʰ- (“to enclose”)]. We have chosen blue (in different shades) as the main colour because it is often associated with depth and stability. It is also associated with trust, loyalty, unity: blue is a colour that represents an ideal city.


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FORMATS TALKS – MORNING SESSIONS Morning sessions are accessible only with a Conference Ticket (prices below). Room: Sala Solimena (seating capacity: 100)

Main Conference Time slot: May 25, h. 9:30-13:00; May 26, h. 9:30-13:00 Duration: 3 talks of 35 minutes each + 35 minutes (a moderated round table)

TALKS – AFTERNOON SESSIONS Admission is free, no registration required. Room: Sala Solimena (seating capacity: 100) Time slot: May 25, h. 14:30-18:00; May 26, h. 14:30-18:00

Exhibition Micro Talks Duration: 5 minutes An Exhibition Micro Talk slot is offered to each exhibiting creator.

Case Studies Duration: 10 minutes Case Studies have been selected via call for submissions.

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Inspirational Talks Duration: 20 minutes Inspirational Talks have been selected via call for submissions.

In-deep Lectures Duration: 35 minutes In-deep Lectures have been selected via call for submissions.

EXHIBITION Exhibition Area Room: Second floor ballroom (around 200 concurrently attendees) Time slot: May 25, h. 10:00-20:00; May 26, h. 10:00-20:00 About 20 international games and installations selected via call for submissions. Admission is free, no registration required.

TICKETS • Conference Ticket, full price: € 70 (*) • Early Bird Conference Ticket (deadline: March 25, 2018]: € 56 (*) • Conference Ticket [Partner Discount Code]: € 56 (*) • Conference Ticket [Student Discount]: € 35 (*) (*) Valid for both days.


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MAIN CONFERENCE KATE EDWARDS While many people know of Kate Edwards from her most recent role as the Executive Director of the International Game Developers Association (IGDA) from 2012 to 2017, she has been the Founder and Principal Consultant of Geogrify, a Seattle-based consultancy for content culturalisation, since 2005. Kate is a unique hybrid of an applied geographer, writer, and content culturalisation strategist with a passion for global cultures and creative media technologies, and a proven track record of being an effective and vocal advocate. With broad experience in the fields of geography, cartography, geopolitics and cross-cultural issues, Kate is a recognised thought leader in applying this knowledge to ‘real world’ business solutions and problem solving, particularly in the information industry as related to representation, content management, and cross-cultural impacts of information and globalisation. As Microsoft’s first Geopolitical Strategist in the internal Geopolitical Strategy team she created (’92-’05) and now as an independent consultant in her own company Geogrify, she pioneered the field of content “culturalisation” to identify geopolitical and cultural risks and opportunities in digital content of all types. During her time at Microsoft and since, she’s worked on many game franchises, including Halo, Fable, Age of Empires, Dragon Age, Modern Warfare, Mass Effect and many others. And she continues to provide non-game culturalisation services to a variety of companies. Beyond her interest in helping companies maximise the value of geopolitical and cultural subject-matter expertise, Kate is also passionate about improving geographic literacy in the U.S. and beyond. Website: geogrify.com Twitter: @geogrify


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World-Building and Worlds Colliding: 
 The Challenges of Culturalization In the process of generating virtual worlds, designers and creators often strive for originality and creativity. However, they often put their content at risk by failing to consider various real-world aspects that can impact the reality of their worlds, either the logical consistency of the milieu or including elements that have realworld connections and potential impacts. This lecture, presented by a geographer and cartographer with 25 years of culturalization experience in video games and other forms of digital content, will discuss the primary factors that world builders should consider in order to make their worlds not only seem more real and more relevant but also remain potentially free of inappropriate geopolitical and/or cultural cues that may conflict with the local expectations of their audience.

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KONSTANTINOS DIMOPOULOS Combining an engineering degree, a PhD in urban planning and geography, a love of urbanism, and years of playing and tinkering with games Konstantinos Dimopoulos is now usually working as game urbanist, frequently discussing virtual cities, and occasionally even teaching about them. He has worked on such projects as The Sinking City, Droidscape: Basilica, Cyberganked, and Earthling Priorities. Website: game-cities.com Twitter: @gnomeslair

Crafting Navigable Game Cities worth Exploring Understanding what makes actual cities fascinating to explore, embracing the spatial logic of (imaginary or real) urban functions, accepting the limitations and needs of gaming as a medium as well as those of planning as a science, and looking into the key aspects of real-life urban geography, are necessary steps towards the creation of believable, intriguing, and spatially immersive virtual cities. In this talk these basics of creating convincing urban illusions will be covered in parallel to the exploration of what makes real, physical cities exciting places to experience. Then the matter of allowing players to effortlessly navigate through our game cities shall be explored.

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DARRAN ANDERSON Darran Anderson is the author of 'Imaginary Cities' (Influx Press / University of Chicago Press). He is a contributing editor of the London culture site White Noise, a former columnist for Kill Screen, and has written on architecture, technology, culture and urbanism for the likes of The Guardian, The Atlantic, Wired and Frieze. He has given talks from Venice to Melbourne on cities of the past, present and future. Website: darrananderson.com Twitter: @Oniropolis

Through the Looking Glass:
 How games reflect yet transcend the real world As with many relatively-new forms of technology, video games are routinely compared to that which came before. The cinematic, architectural and literary aspects of games are often highlighted in criticism, while questions still abound of whether games can be art. In this lecture, Darran Anderson will demonstrate that video games are at their best when they use the real-world as a scrapyard for inspiration but also when designers embrace the reality-defying possibilities that only games can offer. While recognisable in terms of behaviours and environments, games offer us otherworlds where we may not be bound by physics, continuity or convention. The vital question is not whether games can be art but whether society can recognise gaming as a form unique and potentially transcendent in its own right. If games are a mirror, they are the mirror-world of Alice, where things are not as they seem.

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JESS HASKINS Jess Haskins is game designer, writer, and editor based in Brooklyn. She holds an MFA in Design & Technology from Parsons School of Design, and her work centers on narrative design, worldbuilding, forging communities, and expanding the boundaries of storytelling in games. After working at various NYC studios on games including Hiveswap, Guns of Icarus Online, and Creavures, she founded Paperback Studio to offer creative services for games and other works. Among her current projects are two point-and-click adventures and a digital card game set four billion years in the future. Website: paperback-studio.com Twitter: @jess_haskins

The Politics of Worldbuilding All art is political, whether or not you intend to "make a statement." If you don't create with a clearly articulated perspective, your work is likely to implicitly reinforce a host of stock tropes and assumptions you hadn't even considered. What values does your world embody? What culture does it create? Who is it for? Highlighting the need for a more mindful creative process, this talk proposes some methods by which practicing worldbuilders can challenge received cultural notions and reject damaging representations to create more original, inviting, and impactful worlds.

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AFTERNOON SESSIONS – SPEAKERS MATTEO LUPETTI Matteo Lupetti (30 April 1988) is a Marxist videogames critic. He studied comics art at Florence Scuola Internazionale di Comics, then he wrote comics scripts and organized various self-published anthologies with his DAS and Gravure comics collectives. He manages the videogames section at tech website Webtrek. Twitter: @ilsignorm

Building, Analyzing and Rebuilding Games with Situationism This talk will explain how Situationism could be used to create, analyze and revolutionize digital spaces and game experiences. After an introduction to Situationism, its history and its disciplines (psychogeography, dérive and détournement) I will show how Situationism and psychogeography are part of level design in videogames and how the concepts of dérive and détournement can be applied to game geographies and to gameplay itself to create new experiences and explore new ideas.

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HANNAH NICKLIN Hannah Nicklin is a narrative designer, writer, producer and performer who has been working in the playful arts for over a decade. With a PhD which focussed on the possibilities of urban playful arts as anti capitalist practice, and a creative practice that spans pervasive games and sound art, to production and narrative design with companies such as Twisted Tree Games, Die Gute Fabrik, and Santa Ragione, Hannah is always eager to investigate the places where theory meets practice. Link: http://hannahnicklin.com

The City is a Material Made up of People "The City is a Material Made up of People" will examine the ethics of making games in urban spaces. Focussing on 4 interviews with people with different gender, racial and class backgrounds she will ask: what does it mean to make playful art out in urban spaces.Â

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PIETRO RIGHI RIVA Pietro Righi Riva is co-founder and studio director at Santa Ragione where he worked on multiple award-winning independent games, such as MirrorMoon EP, FOTONICA, and Wheels of Aurelia. Righi Riva received his Ph.D in Interaction Design from Politecnico di Milano. Righi Riva’s design philosophy is aimed at developing games that are not objective-driven, and adopts the concept of playful technology to integrate expressive technical limitations in his designs. Link: http://actofplay.com

Simulating a City of Stories City simulators are an established genre since the birth of the medium, but they focus on metrics of sustainability, even in the case of people-scale simulators like The Sims. What would it mean to simulate a set of characters within an authored story? This talk will try to establish some design starting points based on the Rejecta manifesto for nontraditional playable media.

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SOFIA ROMUALDO Sofia Romualdo is a PhD researcher at the University of Exeter, investigating the use of videogames and gameful design as interpretation and engagement tools in museums. As part of her research, she has spent time in residency with locationbased game creators such as Blast Theory and, currently, with Fire Hazard Games. Prior to her research work, she worked as assistant curator in Portugal. She regularly gives talks and writes about art, videogames and museums. Link: http://sofiaromualdo.com

Codebreakers: Decoding the Last Secret in Cambridge Codebreakers: The Last Secret is a site-specific gaming experience created by Fire Hazard Games for the University of Cambridge Museums, which has players solve puzzles in the museums of Cambridge, immersed in a story about a secret that may change their world forever. This talk will focus on Codebreakers as a case study on how to incorporate the architecture, exhibits, narratives and memories of cultural institutions into experiences that blend the real world with digital games.

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MARIO VENTURELLA Opificio is a jagged archipelago of interests and research perspectives, coalescing around new projects, new ideas, new experiences. It is open to anybody, without distinctions of sort. Opificio supports the research paths of each member, be them collective or individual ones. We just ask respect for our fundamental principles: horizontality, open-access, cooperation, hard work. Every person is important to achieve our goal. The goal is the research for the research’s sake, seeking for knowledge commons. Link: http://www.piccolopificiosociologico.it

(screen)shot (screen)shot is an urban ethnography project, that uses avatars as tools for the researcher. It is clear how urban environments, whether they are virtual, real, lifelike or fantastic, are always thought as habitats “for” the human race and are used by an anthropomorphic character, who utilizes tools and “means” designed for humans. Ethnography is used as an explorative practice to point out and question the anthropocentrism behind the outlining of such spaces.

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SPENCER YAN Twitter: @spncryn

In Lost Carcosa: The City as Text, and Other Psychic Oddities This talk discusses the notion of the city within the literary imagination, and examines the ways in which cities and urban psychogeographies can be reflected and understood through text, with a focus on the ludic mechanisms of textual traversal. It will also present an argument for a new genre of games (or more accurately, a new reinterpretation of a certain approach to works): games of interpretation. This talk draws extensively from both a wide variety of texts spanning a broad spectrum of genres and media; and the speaker's own experiences adapting and interpreting the fictional city of Carcosa for his work The Exegesis of John the Martyr, an experimental ergodic text about ghosts, loneliness and the instability of narrative.

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YOU+PEA You+Pea is the architectural design practice of Sandra Youkhana and Luke Caspar Pearson. They run the Videogame Urbanism studio at the Bartlett School of Architecture, University College London. You+Pea use games as architectural design research to enable new ways of engaging with cities, including collaborations with industry and cultural institutions. Their work has been exhibited at the V&A Museum and Royal Academy in London, with shows and lectures worldwide including South Korea and Japan. Link: http://www.videogameurbanism.com

Videogame Urbanism: how architects will use games 
 to speculate on the cities of tomorrow This talk discusses the use of game technologies by architects to shape the future of our cities. Exploring a history of conceptual architecture, we see that architects have always made fantastical cities to speak about reality. Previously they made drawings, models or writing, but we believe games will be the platform for new experimental architecture. Discussing work from our Videogame Urbanism studio, we discuss how architects can use games to involve new audiences in speculative city-making.

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WE ARE MÜESLI We Are Müesli is a Milan-based independent design studio, made up of Claudia Molinari and Matteo Pozzi, focused on narrative videogames about cultural, historical and artistic topics. Among their projects, the award-winning Jheronimus Bosch-inspired visual novel "CAVE! CAVE! DEUS VIDET.", the docu-game about Italian Resistance "Venti Mesi" and the upcoming cooperative local multiplayer “SIHEYUAN". Twitter: @WeAreMuesli

Redesire: a coopetitive multiplayer game about urban development To quote Italo Calvino, "cities, like dreams, are made of desires and fears". This was the starting point of our design process for the applied game on urban development "Redesire", made with Pietro Polsinelli as part of the Rezone project (2016). The talk focuses on the game design challenges we tackled, like translating Jane Jacobs' urban studies into game mechanics and implementing them in a way that kept in consideration both the cooperative and the competitive aspects of urban development.

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GIADA ZAVARISE Giada Zavarese is an Italian narrative designer. Studied comic book writing at the Scuola Internazionale di Comics in Padua, then accidentally became a game developer. Got mentored by Failbetter Games (Fallen London, Sunless Sea) as part of their incubation scheme. Now working on Selling Sunlight, a narrative RPG about a wandering merchant that got successfully kickstarted in October. Link: https://bricabrac.itch.io Twitter: @Brica6rac

Build Societies, not Maps: A Different Approach to Worldbuilding Fantasy and science fiction are different genres not only because of conventions of spaceships vs. dragons - but because they traditionally use different approaches to worldbuilding. Fantasy often weave political drama and complex magic systems into a generic, vaguely medieval setting used as a base. Science fiction, on the other hand (especially old science fiction from the New Wave movement), starts from a big "what if?" and think about how the new concept might influence society.

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VV.AA. (ISTITUTO CALVINO / IREN SPA) Are you Eco-logical? Games and Solutions for Sustainability Are you Eco-logical? is a journey towards sustainability showing how water, environment and energy can be managed in a eco-friendly way. This is explained through puzzles, games and amusing pictures. The project, submitted at the Genoa Science Festival in 2016, is being turned into a web application for an exhibit at the CittĂ dei Bambini. The case study will be presented by the students of the Istituto Calvino, who are developing the application.

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GAME EXHIBITION 10 MISSISSIPPI 
 (KARINA POPP) A stop motion game about a day’s routine, played over and over and over and over again. 10 Mississippi plays with the taboo of film envy in games while telling a story by browsing through life’s interstitial moments - drinking a cup of coffee or waiting during the morning commute or composing an email to an old friend. By playing through each 10 second scene, the player learns more and more about the character, but every day remains exactly the same. Keywords: experimental, stop motion, photography, first-person, depression Country: USA Link: http://10mississippi.com Recommended Age: 18+ Platform: PC About the Creator: Karina is a games person. She made games for Sesame Workshop, presented her games around the world, and once won several cups of change in a game design competition at GDC 2016. Occasionally, she writes and presents papers about subversion and silliness in games. She received her MFA in Game Design from the NYU Game Center.

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ALL YOU CAN EAT 
 (GAMECHUCK) All You Can Eat is an interactive comic about a man trying to save his favorite diner from being demolished and turned into a parking lot. The game is played as a point and click adventure and when you are finished, it prints out the gameplay as a physical comic book with all the players decisions. Keywords: transmedia, puzzle, story driven, satire, comic book Country: Croatia Link: http://game-chuck.com/ayce.php Recommended Age: 11+ Platform: Mixed-media game About the Creator: Gamechuck is a game development duo that wants to provide innovative and unique gaming experiences. Their vision consists of games where the mechanics are intertwined with the story, the visuals, and the sound, but also of researching ways of pushing the boundaries of existing game genres. Accomplishing the task of creating well rounded games is a complex job, and eager to share their work with the world, they decided to start off with a short game – "All You Can Eat".

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BEFORE I FORGET 
 (3-FOLD GAMES) Before I Forget is a 3D first-person narrative exploration about Rashmi, a woman with dementia. Players explore her house, interacting with objects, which trigger Rashmi’s memories, but also bring colour into her world. However, her dementia means that Rashmi doesn't always understand what she's remembering or where and when she is. Keywords: dementia, narrative, memory, single-player, first-person, Alzheimer's, health Country: United Kingdom Link: https://www.3foldgames.uk Recommended Age: 11+ Platform: PC About the Creator: 3-Fold Games is a trio of women who met at the XX+ Games Jam in Bristol in October 2016. At the Jam they won the Audience Choice Award, and are now continuing development of the game during evenings and weekends. The team consists of Claire Morley (programmer and 3D artist), Chella Ramanan (writer and narrative designer) and Sharon Taylor (audio designer).

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BRUTURB 
 (IVAN NOTAROŠ, MOSHE LINKE) Bruturb is an open-world social exploration game. In Bruturb, you explore the endless desert, survey and photograph the architectural marvels that now stand as stark memorials to the builders. Keywords: architecture, photography, infinite, endless, brutalism, procedural, coop, deserted Country: Serbia Link: https://youtu.be/EUZJizbzRQI Recommended Age: 11+ Platform: PC About the Creator: The game is being made by an international team: Ivan Notaros and Moshe Linke, with music from Paws Menu. Ivan is skilled in programming and procedural generation, while Moshe is the digital neobrutalist artist creating handmade structures. The game is partially a 'conversation' between handmade vs procedural.

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DEAR YOU 
 (LUDIPE & PINKPASTELWORLD) Solitaire card game inspired by book-crossing. You can’t buy or download it, you must find one of its copies on the streets. After playing, you must leave it on a public space again so others can find it. Keywords: cards, physical, cute, surprise, magical Country: Spain Link: https://ludipe.itch.io Recommended Age: 6+ Platform: Board Game About the Creator (Luis Diaz): I'm a game designer and PR at AlPixel Games. On my spare time I'm always doing jams and working on smaller projects, some have been featured at the Leftfield Collection, A MAZE or Now Play This. I'm also a GGJ Regional Organiser and one of the host of a monthly event in Madrid called "Gente Dando Charlas”.

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DOORS TO THE CITY 
 (LOOKING GLASS) An experimental, imaginative, urban planetary skating game where platforming meets the extreme. While the main protagonist, The Josh Craig, travels the solar system of graffiti laden wonder, he ponders to himself progressively the meaning of the urban landscape and where home is. Keywords: urban, city, hypervisual, hologram, haptic Country: USA Link: http://benjaminpoynter.com/doors-to-the-city.php Recommended Age: 11+ Platform: PC About the Creator: Ben, 3D Animator-Artist, World Builder, and Game Dev is always at ends of creating virtual worlds and seeing how they belong in the actual world. This ranges from a hand-animated-drawn narrative addressing labor issues in Asia, a hypervisual planetary skating game involving real life identity of a charismatic musician, and revisiting childhood through washed-up versions of virtual heroes. His lab is in New York City to this day where he was also previously Assistant Professor of CG & Animation.

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FALLING SKY 
 (JONATHAN NIELSSEN) Falling Sky is a cinematic 3D mystery game developed at the National Film and Television School [NFTS] on a micro-budget and led by Jonathan Nielssen as the director and sole game developer. The project uses Unreal Engine and motion capture technology in the attempt to create an immersive narrative-driven drama with a Twin Peaks’ influence and elements of open world adventure. Keywords: urban mystery, motion-capture, micro-budget, thriller, sole developer Country: United Kingdom Link: https://jonathannielssen.com Recommended Age: 11+ Platform: PC About the Creator: Jonathan Nielssen is a graduating MA student at the National Film and Television School in the UK, where he developed Falling Sky as his graduation project in 6-8 month in 2017.

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HAROLD HALIBUT 
 (SLOW BROS.) A modern adventure game about the daily routine on a spaceship stuck undersea. Stop-motion look, exploration, story and humor! Keywords: modern, adventure, handmade, humorous, friendship, sci-fi, fantastic Country: Germany Link: http://haroldhalibut.com Recommended Age: 6+ Platform: PC About the Creator: SLOW BROS. is a small indie studio based in Germany dedicated to thoughtfully bridging analogue and digital worlds in the form of interactive experiences.

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KISSORO TRIBAL GAME 
 (MASSEKA GAME STUDIO) Kissoro is a strategy game/African society game. It belongs to the Mancala family of board games, and has been played for centuries in almost all African countries. Its appeal has lead to it spreading to Asia and the Middle East. It is, in fact, a variant of the well-known ‘Oware’ or 'Bao' or 'Congkak' game. The game is the equivalent of chess. The aim of the game is to capture all of the opponent's pawns in order to avoid him/her moving. It is of great educational interest. Keywords: Africa, board game, strategy, political topic, diversity Country: France Link: http://www.kissoro-tribal-game.com Recommended Age: 18+ Platform: iOS / Android

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ISHMAEL 
 (NECESSARYGAMES.COM) Ishmael is a multimedia-enhanced hypertext game about perpetual cycles of displacement and violence, as seen through the lens of a child. The game tells the story of a young Palestinian boy and the experience that sets him on the seemingly inescapable path towards bloodshed. Keywords: hypertext, interactive fiction, political, short, multimedia Country: USA Link: http://www.necessarygames.com/my-games/ishmael Recommended Age: 15+ Platform: PC About the Creator: Jordan Magnuson is a game developer and interactive media artist currently based in Santa Cruz. He is particularly interested in how the most basic elements of interaction and representation can be used to craft meaning and impact in games, and in using games to tackle difficult subjects and complex emotions. Some of his better-known creations include Loneliness, Freedom Bridge, and The Gametrekking Omnibus: a collection of small games inspired by travel in Asia.

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LEVEDAD




(SOLIMPORTA) levedad is a game about capturing time through the contemplative gaze of long exposure photography. It is finding beauty in an ever-changing space where time passes with you and through you. Keywords: contemplative, long-exposure photography, coming of age, autobiographical, time-stretch Country: Ecuador Link: http://solimporta.com Recommended Age: 11+ Platform: PC About the Creator: I grew up in Quito, Ecuador, fascinated by film and games. I am currently pursuing a BFA in game design at the NYU GameCenter. This project was originally conceived as an auto-biographical game made for the intermediate game development class, and has received constant updates ever since.

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LIKE ROOTS IN THE SOIL 
 (SPACE BACKYARD) Like Roots In The Soil is a short story about two guys walking towards a common destiny. It's a narrative game experience sets across two different time periods, that you can unveil at once by rotating the game scene. Keywords: colourful, atmospheric, narrative, short Country: Italy Link: http://www.thespacebackyard.com Recommended Age: 11+ Platform: PC About the Creator: Space Backyard is an independent creative duo made up of video-maker Alessandro Arcidiacono and character animator Simone Tranchina. We're constantly searching for amazing life stories that we like to share in a unique way through video games and visual arts.

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MUSEUM OF SYMMETRY 
 (THE NATIONAL FILM BOARD OF CANADA) How would you see the world if life was a game with no rules and no risk? Step inside the explosive imagination of cartoonist and animator Paloma Dawkins in this absurdist romp through the highest clouds, to the depths of the ocean and through patterns of pure harmony in between. Keywords: colourful, playground, animation, young, one player Country: Canada Link: http://nfb.ca Recommended Age: 6+ Platform: VR (HTC Vive)

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THE NORWOOD SUITE 
 (COSMO D STUDIOS LLC) The Norwood Suite is a first-person adventure game that takes players to the secluded Hotel Norwood on a simple friendly errand that quickly unfolds into something much more involved. Filled with bizarre characters and curiosities, this mysterious resort is a dense, open-ended world teeming with hidden passages and secrets to discover. Keywords: hotel, mystery, surreal Country: USA Link: http://store.steampowered.com/app/696480/The_Norwood_Suite Recommended Age: 11+ Platform: PC About the Creator: Cosmo D is a maker of exploration adventure surreal games, as well as a classically-trained cellist. He lives in Brooklyn, NY.

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NOVA ALEA 
 (PAOLO PEDERCINI) An abstract game on the forces that shape our cities. Keywords: real estate speculation, gentrification Country: USA Link: http://molleindustria.org/nova-alea Recommended Age: 11+ Platform: PC About the Creator: Paolo Pedercini is a game developer, artist and educator. He teaches digital media production and experimental game design at the School of Art at Carnegie Mellon University. Since 2003 he works under the project name “Molleindustria” producing provocative games addressing a variety of social issues.

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PATH OUT 
 (CAUSA CREATIONS) Path Out is an autobiographical narrative adventure, that allows the players to retrace the journey of Abdullah Karam, a young Syrian artist that escaped the civil war in 2014. The game is a tale full of surprises, challenges and paradoxical humor. Abdullah recalls life before the war, a family decision that led to his departure and the perilous journey from his hometown Hama to the Turkish border through the war-torn Aleppo province. Keywords: Syria, autobiographical, migration, war, docugames Country: Austria Link: http://path-out.net Recommended Age: 11+ Platform: PC About the Creator: Causa Creations is a small studio for the development of games and interactive media. We have a strong disposition towards independent games, but also an equally strong interest in politics and social justice. For this very reason, we develop our very own brand of games, often collaborating closely with NGOs and cultural institutions.

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PERMANENT 
 (MARTIJN KORS) PERMANENT is an immersive narrative exploration game in which the player takes on the role of a reporter, tasked to write an article about the evacuees of the nuclear disaster. As a reporter, you will be interviewing residents of temporary housing to collect insights that can help you better understand their situation, construct a story and eventually write an article. As you conduct the interview, you are transported to the interviewee’s temporary housing where you will find various objects like notes, photos, and letters. These objects will progress the interview, tell you more about the resident and unlock new scenarios. It is entirely up to you to decide what objects to interact with, consequently determining the unique variation of insights you will collect. From this collection of ‘snippets’, you will create a personal article, which will be printed for you to take home. While the game is fiction, the content is based on real stories and interviews. Keywords: Fukushima, persuasive games, empathy, mixed reality, narrative game Country: Netherlands Link: http://www.permanentgame.com Recommended Age: 15+ Platform: VR (HTC Vive) About the Creator: Back in 2013, Martijn Kors conducted an ethnographic study in tsunami struck Iwate for a different project, where after he frequently visited the area to check-in with his contacts. After his first visit to Fukushima in 2014, he realised that while people from the tsunami struck area were able to start rebuilding their lives, the situation and future of those affected by the nuclear accident remained uncertain. Appalled by the permanent nature of nuclear accidents and its effect on the environment and society (in particular the struggles of evacuees), he decided to combine his academic research on persuasive games and compassion with the situation in a project: ’PERMANENT’. Game Happens 2018

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POST/CAPITALISM 
 (DAVID CRIBB) In POST/CAPITALISM, the player is tasked with building a socialist utopia out of a late-capitalist city. They can transform any one part of the city with a few clicks. But to achieve more substantial change they must trace out and transform the ideologies underpinning the capitalist city. Keywords: utopian, optimistic, political, socialist, city simulation Country: Australia Link: https://colestia.itch.io Recommended Age: 15+ Platform: PC About the Creator: David Cribb (Colestia) is an Australian indie developer, who makes experimental (and mostly Marxist) video games.

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PROMESA 
 (JULIAN PALACIOS) Promesa (Promise, in Spanish) it’s a walking simulator focused on how shared memories and dreams mix together in personal relationships. Here it happens inside a familiar relationship, and Promesa could be described as a dialogue between a grandfather and his grandson. The work consists of a series of short, explorable scenes and of short texts, fragments of a conversation. The narrative is created by the open associations that both presents together. Keywords: single-player, exploration, dreams, memories, open meaning, personal, slow-paced, audio-visual Country: Italy Link: https://julian-palacios.itch.io/promesa Recommended Age: 15+ Platform: PC About the Creator: Hello, I’m Julian Palacios, a 24 years old student from Milan. I have a bachelor in New Media at the Academy of Brera and right now I'm attending a master in Multimedia Education, also in Brera. Previously, in 2016, I released the short experimental narrative game “Cartas”, which was exhibited at Tinypalace (Kassel, Germany) and was featured in different websites such as Killscreen, Warpdoor and Rockpapershotgun.

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REAL ARMY SIMULATOR 
 (THE REALLY SERIOUS GAME COMPANY INC.) Real Army Simulator is the often humorous, slightly satirical and sometime real account of what is really like to be a soldier in the army. Keywords: narrative, satirical, army, drama, perception vs reality Country: Canada Link: http://thereallyseriousgamecompany.com Recommended Age: 15+ Platform: PC About the Creator: The Really Serious Game Company is a Toronto-based, independent game studio that makes satirical, semi-autobiographical narrative games. We love making weird stuff!

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SELLING SUNLIGHT 
 (COSEBELLE) In narrative RPG Selling Sunlight, you are a wandering merchant whose face got stolen by the Sun. To get your identity back, you'll have to explore a strange, handpainted world, befriend other travellers, trade goods and information and conspire against the Sun Himself. Will you ask for His pardon, or try to defy Him? Keywords: narrative, sunset, watercolour, wander, merchant Country: Italy Link: http://sellingsunlight.com Recommended Age: 15+ Platform: PC About the Creator: All-female team based in Italy. Former comic book people, now accidentally working on a game. Team lead took part in Failbetter Games' incubation scheme and got mentored by the studio.

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STAY 
 (APPNORMALS TEAM) What would you do if a stranger’s fate rested in your fingertips? And how would you cope if every second counted? Award-winning graphic adventure STAY asks those very questions: When Quinn wakes up alone in a locked room with nothing of note save for a computer hooked up to a chat room, you become his single ray of hope. Your choices – and your timeliness – will single-handedly shape his escape efforts… or lead him down the path to an untimely end. Keywords: real-time, conversation, depression, empathy, dark Country: Spain Link: http://sellingsunlight.com Recommended Age: 15+ Platform: PC About the Creator: All-female team based in Italy. Former comic book people, now accidentally working on a game. Team lead took part in Failbetter Games' incubation scheme and got mentored by the studio.

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STEREOPOLIS 
 (GLKT) Stereopolis is an interactive installation for visual exploration. It consists of an immersive experience projected onto a circular glass screen, that players can interact with using a regular video-game controller. It features a 360° vision that create a surprising distortion of elegant, colourful and kaleidoscopic visuals. Keywords: visual exploration, interactive installation, colourful, abstract, kaleidoscopic Country: France Link: http://www.glkitty.com/pages/stereopolis.html Recommended Age: 6+ Platform: Interactive installation About the Creator: Ben Vedrenne is focused on digital art experimentations that include 3d art, interactivity and animation. This leads, amongst others things, to VJ live performances, video-games development and various visual experiments. He is passionate about procedural generation, computer errors, human body, and glitch aesthetic; as well as natural and artificial intelligence dialogue.

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THIRTEEN AND HALF CATS 
 (NEKOMATATA) Thirteen & Half Cats is a short emotional story-driven experience. With its fresh and vibrant 3D art style and magical context juxtaposed with real-life situations and emotions, our game definitely stands out from the crowd. It is a story that resonates with players of all ages. In a world where games are defined by 20+ hours of addictive gameplay - Thirteen & Half Cats proves that short games and narratives can rouse a deep and rich experience in the time it takes to drink a cup of tea. Keywords: story-rich, calming, inspirational, vibrant, cats Country: France Link: http://nekomatata.com/thirteen-and-half-cats Recommended Age: 15+ Platform: Android About the Creator: Nekomatata is the brain-child of Camille Mohr-Daurat and LaTorri Lindsay - an industry professional husband and wife game dev duo. Their games aim to tell emotionally impactful stories that resonate with players.

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THUNDERBIRD STRIKE 
 (ELIZABETH LAPENSEE) In the 2D sidescroller Thunderbird Strike, fly from the Tar Sands to the Great Lakes as a thunderbird protecting Turtle Island with searing lightning against the snake that threatens to swallow the lands and waters whole. Keywords: retro game, Indigenous, cultural topic, environmental, colourful, handmade art Country: USA Link: https://www.thunderbirdstrike.com Recommended Age: 6+ Platform: PC About the Creator: Elizabeth LaPensée, Ph.D. is an award-winning designer, writer, artist, and researcher who creates and studies Indigenous-led media such as games and comics. She is Anishinaabe from Baawaating with relations at Bay Mills Indian Community and Métis. She is an Assistant Professor of Media & Information and Writing, Rhetoric & American Cultures at Michigan State University.

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THE TROLLEY 
 (NICHOLAS O’BRIEN) The Trolley is a first-person point and click narrative game about the sudden closure of a public transportation system in a fictional Rustbelt American city. Keywords: essay game, infrastructure, civic history, public transportation, labor Country: USA Link: http://doubleunderscore.net Recommended Age: 15+ Platform: PC About the Creator: Nicholas O’Brien is an artist, curator, and writer researching Games, Digital Art, and Network Culture. His work has exhibited in Mexico City, Berlin, London, Dublin, Italy, Prague, as well as throughout the US. As a past recipient of a Turbulence.org Commission funded by the NEA his work has also appeared in ARTINFO, The Brooklyn Rail, DIS magazine, Frieze d/e, The Atlantic, and The New York Times. He currently lives in Brooklyn and is Assistant Professor at Stevens Institute of Technology.

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VANDALS 
 (ARTE FRANCE / COSMOGRAFIK) Vandals is a new game developed by the creators of Type:Rider (Cosmografik / Ex Nihilo / Audio gaming / ARTE France). With a turn-based gameplay designed for mobile phone, Vandals is renewing the puzzle game genre by blending it in the street art universe.The player embodies a street artist looking for new places to express himself and will be led to go through the most emblematic cities of street art such as New-York City, Paris, Sao Paulo, Berlin, Tokyo, all represented by miniature dioramas. Keywords: puzzle game, strategy, street art, turn-based gameplay, graffiti, infiltration Country: France Link: http://vandals-game.com Recommended Age: 15+ Platform: iOS About the Creator: Cosmografik is an independent game studio from France. This studio works for some video games projects with Arte France. The first game developed with those two entities was Type:Rider. Now Cosmografik comes back with its partners Ex Nihilo and Audio gaming for this new video game: Vandals and Arte France as co-productor and editor.

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VIDEOGAME PORTRAITS 
 (ZOYANDER STREET) A series of seven interactive documentaries allowing users to interact with low-fi, virtual versions of transgender artists and activists interviewed in Tokyo. By presenting interviewees’ narratives in a non-linear format with low-fidelity visuals, these works make the documentary format into a spatial form rich with polysemy. The aim is to provoke emotional connection rooted in a sense of shared subjectivity within a social system. Keywords: documentary, 8bit, ethnography, transgender, affect Country: United Kingdom Link: http://zoyander.cc Recommended Age: 15+ Platform: PC About the Creator: My work looks at play, labour and games within material and symbolic systems of every scale: from the tiny emotional loops of caring for a virtual pet, to the massive macro network of meaning making in late capitalism. I create writing, video, and interactive pieces. I am Senior Curator of Critical Distance, Editor-in-Chief of Memory Insufficient, and a PhD student in Sociology at the University of Lancaster, studying affective imaginaries in the videogames industry.

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WHO LURKS 
 (HYBRID HUMANS) WHO LURKS is a local party game involving deception. Where players assume the role of crew members on the AE Hybrid spaceship. Play as a human protecting the crew, or stay undercover as an alien saboteur set on eradicating all human life. Each player takes turns performing tasks to conceal or reveal the alien life-form. Keywords: local multiplayer, deception, spaceship role-play, alien, social, strategy Country: United Arab Emirates Link: http://wholurks.com Recommended Age: 6+ Platform: iOS / Android About the Creator: Hybrid Humans is an independent game development team in the United Arab Emirates. They are still a small team, but are richly diverse in culture as everyone is from different parts of the world. They all share a passion for creating great experiences for players.

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THE ZIUM MUSEUM 2017 
 (PAWS MENU/THE ZIUM SOCIETY) The Zium Museum is a museum exploratorium game filled with the artwork of over 30 artists from around the world. Keywords: museum, collaborative, passive, eclectic, relevant Country: Australia Link: https://theziumsociety.itch.io/the-zium-museum Recommended Age: 11+ Platform: PC About the Creator: My name is Michael, and I am a writer, composer and game maker, and I am the curator and director of The Zium Museum, bringing together artists from all over the world into the most accessible Art Gallery available. 

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PHOTO EXHIBITION THE CONTINUOUS CITY:
 AN ANALOGUE JOURNEY THROUGH DIGITAL STREETS A Heterotopias Exhibition The Continuous City is a photographic journey through the most exciting, diverse and influential urban spaces of our time, those of video games. Structured as a travelogue through a rich tapestry of different virtual cities, it draws out aesthetic connections between game spaces across genre, style and setting. But rather than simply catalogue these spaces, The Continuous City uses unique techniques to photograph them with a 35mm camera, blurring the line between the real and the virtual. The result is a collection of images that feel uncannily real but that are rooted in a world of impossible architecture and unreal worlds. From the obsessive reproduction of Los Angeles in Grand Theft Auto V to the fantasies of empire and industry in Dishonored's Dunwall, this exhibition turns a dreamlike focus to these beautiful, bizarre and undeniably powerful virtual cities. Gareth Damian Martin Gareth Damian Martin is a writer, game designer and artist. He is the editor and creator of the games and architecture zine Heterotopias, as well as a History and Theory tutor at the Bartlett School of Architecture. He was recently nominated for the prestigious New York Game Critics Circle Games Journalism Award and his writing has been described by Arkane Studio’s Harvey Smith as “both beautiful and illuminating.” He is also a game designer, and is currently developing In Other Waters, a game about exploring an alien ocean as an artificial intelligence. 


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VENUE

VILLA DURAZZO BOMBRINI (GENOVA CORNIGLIANO) Villa Durazzo Bombrini is one of the most beautiful historical villas in the western side of Genova. Today, it represents the meeting point between art and technology, being home to more than 40 teams working in the creative industries: Video production, game development, product design, stage design, photo and music industry. That's why Game Happens – a festival focused on the design and artistic side of games as well as the experimental and technological aspects of interactive installations – has been founded there. The local roots are well kept in

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consideration since Genova – as well as the region Liguria – has been involved in the video game and in the comics industry from the very beginning. Built in 1752, in the XIX century Villa Durazzo Bombrini was one of the summer residences of the Royal House of Savoy. For the first half of the XX century, the district around the Villa had an important steel mill, but in the last decade the area has been converted to a post-industrial area focused on small companies and handwork. Game Happens welcomes international guests and attendees for a two-day event in Genova (Italy): Genova Airport (GOA) is directly connected to Stansted (STN) and Gatwick (LGW) airports in London, and to Paris (CDG), Amsterdam Airport Schiphol (AMS) and Munich (MUC) as well. Genova is also well connected to Milan by train, and you can probably find a suitable flight to Milan-Malpensa (MXP) or Orio al Serio International Airport (BGY).


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GAME HAPPENS TEAM MARINA ROSSI – EVENT DIRECTOR Game design ninja. Bad feminist. INFJ personality. Constantly fighting analysis paralysis. Producer and curator at Game Happens since 2014.  

MADDALENA GRATTAROLA – CONFERENCE COORDINATOR Researching the effects of new technologies on postmodern literature. Currently exploring the pixelated realm of narrative games through the lens of literary theories. 

EMANUELE MACCARIO – EXHIBITION COORDINATOR “I don’t know what is the problem, but I am the right man to solve it”. Mathematician, enthusiastic player, event handyman and beer lover. 

MARCO PEZZATI – ART DIRECTOR Video editor and spare time photographer. Always interested in useless info and stuff. Former musician and verse writer. Experienced in forgetting things, but you can buy me some chocolate, thanks.

SARA CANEPA – EXHIBITION DESIGNER As multi-purpose as a Leatherman, my bag looks more like a toolbox than a clutch. I create and recreate with the materials I recover, merging new ideas with a vintage and shabby chic taste. I suffer from sudden art attacks, the cure? Vinyl glue before meals!

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JACOPO FABRINI – VOLUNTEER COORDINATOR Engineering student interested in new technologies, game design and programming. If you have any problem, you can ask me! I probably won’t have the answer, but I will be very professional about it. 

SIMONE CANEPA – EXHIBITION DESIGNER Designing space allows us to tell a story using a language that is different from the one we use to write or speak. Glad to learn "new phrases" while exploring new places.

SIMONA CAMPANELLA – PARTNERSHIP COORDINATOR Curious journalist skilled in online communication, digital culture and travel writing. Cooking lover. Always looking for new inspirations and ideas.

FLORIANA FERRANDO – COMMUNICATION COORDINATOR Cynical and curious web content editor, skilled on technology, cinema, art and lifestyle. Wine lover. Clichés hater.


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PROMOTERS Game Happens has at its core a strong partnership with two local institutions: Genova-Liguria Film Commission and Società per Cornigliano.

GAME HAPPENS http://gamehappens.com

Game Happens is a nonprofit people-driven cultural association based in Genova (Italy) and focused on the human side of game design. Game Happens started in 2014 as an international festival in Italy – part conference and part showcase – dedicated to both indie game developers and students, without forgetting the diversity and variety of involved ideas and points of view. In the last three years, Game Happens brought to Genova amazing and inspiring game people such as Eric Zimmerman, Tale of Tales, Mata Haggis, Rami Ismail, Zuraida Buter, Adrian Hon, and Chipzel. Game Happens curates exhibitions and workshops, seeks partnerships with nonprofit organisations, localises meaningful games, and coordinates local meetings for game professionals and students of the Italian game scene.

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GENOVA-LIGURIA FILM COMMISSION http://www.glfc.it/en/

Genova-Liguria Film Commission is a non-profit entity (technically, a foundation) created by the Region Liguria, the City of Genova and other smaller local governments with a territorial marketing goal: to attract to Liguria investments in the field of audio-visual production (commercials, television and cinema) to create jobs and to support the creation and the development of local service companies and suppliers. The second goal is to give regional locations a greater visibility thanks to more exposure on small and big screens.

SOCIETÀ PER CORNIGLIANO http://www.percornigliano.it

Società Per Cornigliano SpA is the owner of the areas and the recipient of the funds allocated by various national laws for the conversion of brownfield sites by the steel plant in Genova-Cornigliano.


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SUPPORTERS GOLD STAR SUPPORTER Società per Cornigliano http://www.percornigliano.it

Società Per Cornigliano SpA is the owner of the areas and the recipient of the funds allocated by various national laws for the conversion of brownfield sites by the steel plant in Genova-Cornigliano.

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BRONZE(+) STAR SUPPORTERS 34BigThings https://34bigthings.com 34BigThings is one of the biggest independent game studios in Italy. Born out of sheer passion and self-sustained throughout, it's a variegated group of game developers making games they love in a laid-back working environment.

MixedBag http://mixedbag.it MixedBag is an indie videogame studio based in Turin, Italy, founded in 2013 by exjournalist Mauro Fanelli and graphic designer Andrea Gellato, focused on creating and developing new and original IPs for console, PC and mobile markets.

Effecinque http://www.effecinque.org Effecinque (F5) – Refreshing Journalism is a startup company founded by four professional journalists. It focuses on content development and innovative services for Italian online news outlets. It was named after the computer keyboard key commonly used to refresh a web page on most browsers.

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BRONZE STAR SUPPORTERS Novilinguists http://www.novilinguists.com Novilinguists is a leading provider of multilingual localization and consulting services aimed at international organizations.

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OTHER CONTRIBUTIONS Consul General of the Kingdom of the Netherlands in Milan http://www.holland.it The Netherlands aim to assume an important role within the international game industry, one of the most growing fields of the Dutch creative industry.

MEET http://www.meetthemediaguru.org MEET is a project created by Meet the Media Guru with the fundamental support of Fondazione Cariplo.

Michele Lanzo http://steamfactory.it 


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PARTNERS & FRIENDS PATRONAGE • Fondazione dell’Ordine degli Architetti di Genova 
 (https://www.fondazione-oage.org/) • Università degli Studi di Genova (https://unige.it/)

PARTNERS • Contralto (http://gamecollective.it) • Devember (https://devember.org) • HOPeLAB (http://www.hopelab.info) • Indiecouch (https://indiecouch.org) • IVIPRO (http://ivipro.it/en/home-en/) • Museo Villa Croce (http://www.villacroce.org) • Steamfactory (http://steamfactory.it) • We Are Müesli (http://www.wearemuesli.it)

PARTNER EVENTS • Internet Festival (http://www.internetfestival.it) • Ludicious (http://www.ludicious.ch) • New Game() – Codemotion (http://www.codemotionworld.com)

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MEDIA PARTNERS • Girl Geek Life (http://www.girlgeeklife.com) • The Indie Toaster (https://www.indietoaster.com/en/) • Webtrek (http://www.webtrek.it)

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THANK YOU. GAME HAPPENS, 2018

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Profile for gamehappens

Game Happens – Urban Geographies  

This is the curatorial document of Game Happens 2018, the fifth edition of Game Happens that has been cancelled due to lack of fundings. The...

Game Happens – Urban Geographies  

This is the curatorial document of Game Happens 2018, the fifth edition of Game Happens that has been cancelled due to lack of fundings. The...

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