LevelUp-IGDA Xmas Party… with Boardgames

Hello! Scott Jones here. Yes, I’m new. Hi. Chris has brought me on to help out a bit and I am completely chuffed to have as one of my first duties the announcement of our Christmas Party. I mean, that’s as fantastic a way to introduce myself as any! “Hello! There’s a party! I’m inviting you! You should totally come.”

YES. CHRISTMAS.

It’s coming. You think you can stop it? You can’t. Better grinches have tried, man. (There’s a documentary about it.) And, really, why would you? So, whether you enjoy a mild celebratory season of family reconnection and quiet reflection upon the passing year … or jingle-balls-out Saturnalian madness with fellow revelers, there is surely a place in your nog-soaked heart for that enjoyed-year-round activity that nevertheless takes on an extra sheen of awesome during the holidays… BOARD GAMES.

To that end, please join us for exactly that on Monday 1 December at Victoria’s only all-boardgames-alla-time cafe and Santa Approved Fun Zone*: the Interactivity Boardgame Cafe on Yates. We’ve reserved the back half of the cafe from 7pm til close: that’s an available 35 seats, so please RSVP at the Meetup Event (linked below) and should your plans change, do let us know in good time. Yes, there will be snacks provided, and you can of course wet your wassailin’ whistle by purchasing beverages from our gracious host. And it’s an all-ages event, so bring ankle-biters if you’ve got some to bring!

the Pertinent Deets

Monday, December 1

Interactivity Boardgames Cafe
in beautiful downtown YYJ
723 Yates Street (corner block of Yates & Douglas)

Doors open at 7:00pm and we can stay until closing

Please RSVP via the Meetup event: LevelUp-IGDA Non-Denominational Holiday Extravaganza

*NOTE: we know that Krampusnacht is a mere 5 days away from this party and of course that’s super-exciting for a lot of us, BUT we’ve been informed that the Cafe is in fact a Krampus-Free Zone during this week, sadly. (Yes, it’s a little discriminatory, but whaddaya gonna do?) So, please leave your willow switches and rough burlap sacks full of sinful children at home. Thank you and Happy Holidays! (Sorry, Krampus! Next year, dude!)

Krampus-5-675x400

Posted in Events, Meetings | Tagged , , , ,

October Monthly Meeting featuring Graham Stark from LoadingReadyRun

We're not here to judge.

Remember, we’re not here to judge.

This is a reminder of our monthly meeting for October taking place on Monday, October 6th. This month’s feature guest is Graham Stark from LoadingReadyRun!

Graham is the co-founder of LoadingReadyRun, one of the internet’s longest running and most beloved video content foundries. He has worked as a producer, director, writer and editor for clients including Penny Arcade, Cards Against Humanity, Wizards of the Coast and The Escapist. On top of all that, Graham is also one of the organizers of Desert Bus for Hope, one of the most successful online charity fundraisers in the world. In the two to three minutes of spare time he has a day, he enjoys sleeping, video games and his cats. He can be found on Twitter at @Graham_LRR and on Twitch. He’ll be joining us for a fireside chat and discussing his projects, the importance of public engagement and how to manage a businesses’ social profile, along with much fun and frivolity!

Also, we’re hoping that all you folks who made games at this year’s OrcaJam will bring them along to share with the rest of the group, especially those poor saps who weren’t able to make it to the game jam themselves.

We have a private room with a projector and a ton of space. Show off your current projects; do some play-testing; or just relax and enjoy the awesome local food and craft-brewed beer.

Schedule:

  • 4:30 pm: Doors open (room is locked earlier)
  • 5:10 pm: Opening announcements by group organizers
  • 5:15 pm: Featured presentation
  • 6:00 pm: Open stage for show-and-tell, networking and socializing
  • 7:30 pm: Venue closes (We are free to move to the main bar if we wish)

See you there!

Details:

Monday, October 6th

The Collard Room – Swans Hotel and Brewpub

506 Pandora Avenue, Victoria, BC

Doors open at 4:30pm

Please RSVP via the Meetup event: The Main Event

Posted in Meetings, Presentations | Tagged , , , , , , , , ,

Dylan’s Excellent IGDA E3 Scholarship Adventure

[Editor: This is a guest post from IGDA Victoria volunteer and UVic student Dylan Gedig who went to E3 in Los Angeles this past June as one of the winners of the IGDA E3 Scholarship. Way to go, Dylan!]

The IGDA E3 Scholarship trip was one of the coolest trips I have ever taken in my life, and certainly the most relevant to my career. I would highly recommend the IGDA Scholarship program to any students that want to get into the game industry. The application process was simple, and it was a great way to get involved with the IGDA on a more global scale.

For me, E3 started on Saturday, when I arrived in LA and got to meet some of the other scholars at the condo we would be sharing for a week. It was great having a group of like-minded people to hang out and travel to and from events with, and made the rest of the week that much better.

The event officially kicked off on Monday, where we had a lunch meeting with the scholars and the IGDA members that organized the event. We took care of official business and got to know everyone we would be spending the week with, all while watching the E3 press releases. That night we had the chance to attend an LA Video Game Supper Club event, which is a quarterly event organized by members of the LA game industry, for industry members to meet up in a casual environment. It was an excellent opportunity to meet everyone who was in LA for E3 and chatting over the course of a dinner was very enjoyable.E3-Titanfall

The next day we had a Q&A period with Justin Berenbaum, who has worked in the publishing side of the industry for many years. He had some great advice for the scholars, particularly about the specific things a publisher looks for when being approached with a game. His main advice for us was to finish several projects while we were in school, as the main thing he looks at as a publisher is previous completed projects. He also recommended to keep track of time and budget commitments for a game, saying that it looks good to have proof that you can stick to a budget, be it money or time. One quote that stuck with me particularly was “The hardest thing to do in this industry is finish a project.”

E3 Sign

After the Q&A, we were free to roam the show floor and check out whatever we wanted. I took this opportunity to meet my mentor, Alex Seropian, for the first time. He introduced me to some of his other team members and industry friends, and offered me advice on various things in the game industry, answering every question I thought to ask. We talked mainly about the differences between working at big companies and small, and what it takes to start your own studio. Alex provided an interesting point of view, saying that to start and run a studio took a wide range of skills and interests. He recommended that if someone just wanted to program then they should go work for a larger company where they would be able to program for 8 hours a day and leave the other responsibilities to other people.

EVOLVE

After parting ways with Alex, there were several booth tours on the show floor that had been set up for us. The first was the Disney tour, where we were taken around and got to play the new games that they were showing off. Afterwards was the Bungie booth tour. This one was especially neat because we were allowed on the show floor after hours, and got to hang around with the Bungie team for quite a while. It was an awesome opportunity to talk about specific aspects of the game and the techniques they used to create them. After that, most of the Scholars decided to attend one of the Pocket Gamer mixers, which was another great chance to chat with people in a casual setting.

Video Game History Museum

We started Wednesday with a series of tours, going from Sony to the Video Game History Museum to Oculus to Ubisoft. We got to see a bunch of cool stuff and had very helpful people showing us around at each booth. My favourite moment from these tours was getting to talk to the lead level designer of Far Cry 4, and discussing how to apply level design practices to an open world environment. He stressed that for Far Cry 3 and Far Cry 4 he put a lot of importance on making the side quests and collectibles tie in very closely with the game world and the story. This was to prevent it from being too jarring moving from the main story to side quests and back, and for maintaining a consistent atmosphere.
After the series of tours, we all VGHM-Pacmanheaded to the IGDA mixer, which was great for meeting people from around the world, and it was fun to meet IGDA members beyond our local Victoria chapter.

VGHM-Atari


On Thursday we had a Bethesda booth tour, where we got to play their upcoming new games. The team that was there to run the booth was incredibly friendly and very excited about the scholars program. They were awesome about discussing design decisions with the games and providing gameplay tips while we played. For the rest of the day we had free rein to check out whatever we wanted. I took this time to talk to the Star Citizen team, check out the Civilization: Beyond Earth Demo, and catch a Witcher 3 presentation. Near the show floor close time we were all summoned back to the IGDA booth, where we were to meet with Chris Jurney, who had worked with SuperGiant Games on both Bastion and Transistor. He talked to us candidly about how he got into the industry and about the different AI work and research he had done. One of the interesting parts of our talk was Chris was about how small the industry is, and how you can become one of the leading experts in a field if you dedicate yourself to it for a few years.

E3-Hallway

Friday brought studio tour day, starting with a trip to EALA. There we met devs from several different fields, who had prepared talks and took numerous questions. They demonstrated some of the tech they were working on, which was awesome seeing things both in and out of my field. After they gave us free rein in the EA store, we were on our way to Insomniac. While there, we had a round table discussion with several members of the Insomniac team. We had conversations about portfolios, engine architecture, project management, narrative design, and more.

Then it was time to return the van and say goodbye to the Scholars. By the end of the week, I had asked every question I could possibly think of. I had so many thoughtful conversations with so many people, that I was ready to just digest and think about everything. Some of the main topics that came up again and again were the fact that the industry is very small, and that working on and finishing side projects is incredibly important, especially for students.The event gave me a clear path forward and helped me get into the game development community at large. It was definitely life-changing, and I’m so glad I was given this opportunity.

I want to end this post with a thank you to all of the IGDA members who made this incredible experience possible, especially Luke Dicken and Molly Proffitt. It was an amazing week and I appreciate all the time and effort that went into making it everything it turned out to be.

Posted in Events, General | Tagged , , , , , , , , , , ,

Fundamental Game Launch Marketing with Clive Gorman

At LevelUp’s last Main Event meetup on June 2nd 2014, Clive Gorman came to talk to us about marketing for start-ups. Clive is a very experienced multi-disciplined video-games marketing and product management professional with more than 17 years working in the technology and video-games industry. He is currently the product marketing manager responsible for marketing strategy, implementation and product management at TinyMob Games.

Based on Clive’s talk, we’ve compiled these handy tips to assist with marketing your own games both before and after launch.

Core Metrics

The core metrics for any release are:

  • Acquisition – how many users are you acquiring  and how quickly?
  • Retention – how long do those users stick around?
  • Monetization – how much money are you making per user?

To achieve your goals in each of those metrics, research is key. Know your audience, know your competitors. Appeal to your audience and differentiate your game & company from your competitors. There are many free sources of data that can help you out, for example NewZoo and Quora.

The next step is to apply your research to your branding.

Branding

  • Discovery and differentiation – how do people find out about you, and what makes you different?
  • Brand interrogation – ask yourself the tough questions about your brand – does it express what you want it to?
  • Positioning – where does your company fit?
  • Vision, mission, values – how does your brand show these off?
  • Logo and identity – your logo needs to fit with what your brand is trying to express
  • Sound – an often underrated part of branding
  • Personality – all the parts of your brand need to express a coherent personality.

Part of what your branding needs to do is give journalists a reason to talk about your game.

App Store

  • Test your game name and icon. These need to grab attention as soon as you see them in the app store.
  • Crowd-source options for metric based optimization, include AdMob and CrowdPicker.
  • Optimize text length for a very small space. App Store description shown ‘above the fold’ is very short, you need to use it effectively.
  • Have screenshots with a consumer proposition.
  • First screenshot is key feature – on the iPhone you only see one by default so it *must* be good.

Website

  • Needs to be responsive on mobile – lots of traffic comes in that way
  • Talk about features in-depth – for example, TinyMob uses the website to explain their Warbands feature in-depth
  • Optimize loading times – don’t frustrate potential users
  • Gifs! Use sparingly but use them if motion will help explain a concept
  • Have a press page with assets – don’t make busy journalists hunt for these
  • Search engine optimization
  • If you can, hire an expert
  • Use your keywords in your website copy in a narrative way

PR

  • Do press-releases/announcements for milestones in your project – beginning of project, alpha, beta, full release, etc.
  • Focus on key media – If your game is a Pocket Gamer style game, don’t go to Engadget for coverage.
  • Use Twitter to generate leads – get to know people on Twitter in an organic way long before you have something to sell them. Then when you have a game to tell them about, you already have a relationship that gives them a reason to care about your game.
  • Leverage new media: YouTube, Twitch
  • Direct submission or games PR news-wire – many websites let you submit news directly.
  • Games Press – you can use the service for free but with no guarantee of getting on the page, or for around £90 a month (depending on this size of your company and the number of assets you want to submit) you can add your assets directly to their site and have a link to them in the daily digest email
  • Create a press kit – use Dropbox or Google Drive

Social media

  • Use Hootsuite or similar service to schedule tweets, g+ posts, Facebook posts.
  • Tweet every 20 minutes or so at most.
  • No more than 3 Facebook posts a day.
  • Images work better than text or video.
  • Use hash-tags to help people discover you – if you’re tweeting about Clash of Clans, use their hash-tag!
  • Blog on tumblr too

Email

  • Free marketing – MailChimp is free for up to 2000 subscribers.
  • Great way to build a community.
  • Monetizes really well – if someone has bothered to give you their email address, they’re really interested in your game.

Pricing

F2P vs premium

  • For small projects, premium is probably better. Many journalists and publications are turned off by free-to-play. Have a small upfront cost and potentially some DLC later.

Merchandising

  • Virtual product still needs to be appealing even it’s not a physical product. Think about how you’d present your game or service as if it were in a store.

Sales and promotions

  • More value for same price does better than discounts
  • Tie sales to your game’s theme – for example, tell players the trade caravans arrived early instead of a bland ‘bonus 50 widgets’ message.

Q & A

Q: Are trade shows worth it?

A: They can be pricey, be careful about how many you go to and how much you spend to get there.

Q: Do gifs or embedded YouTube videos perform better on a website?

A: Haven’t analyzed that, but it is hard to get views on your own video. If possible, get on a YouTube show that’s already popular.

Q: Is there anything similar to NewZoo that you recommend?

A: Google caches lots of research studies and papers, Gamasutra can also be helpful. Take any ARPDAU (average revenue per daily active user) and ARPPU (average revenue per paying user) numbers you find online and in news stories with a grain of salt. Clive has never worked for a company that gave away that data.

Q: What should you budget for marketing?

A: At EA, marketing was about 12% of the total production cost for a small project. You should really set aside 25%, but you need to spend that in a very targeted way to be efficient.

Q: How can you advertise a game for kids?

A: Can’t track people who are under 13 – you can advertise to them ‘above the line’ with things like online banner ads or TV media, but you can’t collect data on children for ‘below the line’ marketing such as emails. Try to partner with educational game publications. Kids TV is a great Trojan horse to get around restrictions on advertising to kids. Kids Google a lot – parents will say not to click a banner so they’ll Google it instead.

Q: Should we suck it up and spend 20% of our time doing our own marketing or just pay a reputable firm?

A: I wouldn’t recommend spending unless you have investors or significant revenue coming in. A lot of the time you can manage campaigns using automation.

Q: What are your thoughts on Vine?

A: Vine is a great way to limit how much you show if you’re early in development. TinyMob used it to show off their Warpath feature. Instagram videos may be too long depending on how much you have to show.

Thanks again to Clive for coming to speak with us. If you have any followup questions, Clive can be reached at contactme@clivegorman.com.

Posted in General

June Monthly Meeting with Clive Gorman

Clive Gorman

This is a reminder of our monthly meeting for June taking place on Monday, June 2nd. This month’s feature presenter is Clive Gorman from Tiny Mob Games

Clive is a very experienced multi-disciplined videogames marketing and product management professional with more than 17 years working in the technology and videogames industry. He is currently the product marketing manager responsible for marketing strategy, implementation and product management at TinyMob Games.

We have a private room with a projector and a ton of space. Show off your current projects; do some play-testing; or just relax and enjoy the awesome local food and craft-brewed beer.

Schedule:

  • 4:30pm: Doors open (room is locked earlier)
  • 5:10pm: Opening announcements by group organizers
  • 5:15pm: Featured presentation
  • 5:45pm: Open stage for show-and-tell, networking and socializing
  • 7:30pm: Venue closes (We are free to move to the main bar if we wish)

See you there!

Details:

Monday, June 2nd

The Collard Room – Swans Hotel and Brewpub

506 Pandora Avenue, Victoria, BC

Doors open at 4:30pm

Please RSVP via the Meetup event: The Main Event

Posted in General

Fireside Chat about the Business of Video Games Recap

Photo: Jacob Schwartz

Photo: Jacob Schwartz

LevelUp/IGDA Victoria’s last speaker was Alex Mendelev, who was kind enough to step in when Eric Jordan of DJ Arts was unable to make it. He joined us for a fireside chat about the business of video games.

Who is Alex Mendelev?

He is currently CEO of TinyMob, was previously GM of GameHouse, and before that he worked at Airborne Mobile (a content distribution company) in Montreal. At Airborne he was promoted to head of technology, decided that at age 26 he probably should not be in that position, and switched to a business role.

Alex moved to Victoria because he was looking for an excuse to move back west (his wife’s family is here), got connected with Russ Ovans, one of the founders of Backstage Games, and joined Backstage in 2009.

Why should we care about free to play?

Because 90% of the revenue on the iTunes appstore is from free to play games.

How do you make money on free to play games?

There was a talk by a Chinese developer called 7 deadly sins of social games that described how to make money by eliciting emotions in the player. Some emotions monetize better than others – for example competition/revenge can work particularly well, but depend on a close relationship between the players in competition.

The drive to complete a collection works well too. Vanity can work, but you need to offer players a compelling reason to care about having the coolest looking avatar, for example.

How ethical are free to play games? Is it douchey to let people play a little bit, then start hitting them up for cash?

The pre-pay model seems much less fair. $50-$60 is a lot to pay for a game that you can only judge by reviews, pictures, and videos when you can’t get a refund if you end up not liking the game.

Has the model changed since you started working in games? Is free to play still a good strategy for a small company?

Consumers are more aware now and more sensitive to companies dipping into their pockets early in the game.

It’s also harder to get users into your game. Average cost of user acquisition on mobile is around $2. To make money, you need to be sure you can make more than $2 per user over the lifetime of your game.

Players expect games to be extremely polished now and it’s important to handle launches carefully. If your game doesn’t grab users right away, they’ll just do something else.

What is TinyMob’s user acquisition plan?

TinyMob is planning to launch Tiny Realms in Spring 2014. They’re working very hard to create a community around the game so that players who are already engaged will help spread the word. TinyMob Games plans to augment organic growth with paid user acquisition campaigns.

What has your experience as a founder at TinyMob been like?

Much more stressful than just being an employee. Also very interesting and positive. At TinyMob, Alex does business development and marketing, Chris Hoefgen does tech, and Jamie Toghill does project management.

Will TinyMob do another round of funding post launch?

It is a possibility, they’ve had a lot of interest.

What was it like raising the first round of funding and how did you do it?

Alex showed off the art they had so far and told the story of the game, starting with local investors. It helped to have a previous exit (Backstage was bought by Real Networks for their GameHouse division).

Getting funding was mostly about telling the story of TinyMob and what they planned to do. Over 90% of their funding was local, and it all came from angel investors.

Games are hard to pitch to investors, some of them just don’t invest in games at all due to prior bad experiences.

Alex has been getting to know investors for the last 4 ½ years because his long term plan was always to start a company. Victoria is a small city and you should know all the movers and shakers.

The Victoria BC Startups meetup is a great place to meet business minded people/entrepreneurs. Trade commissioners are also very useful for introducing you to people.

Why did Alex decide to go business school after getting his comp. sci. degree?

After attempting to cofound a company with a friend who was also technical, he realized that at least one of them needed to have some business sense and it wasn’t going to be the other founder.

If we should know all the movers and shakers in Victoria, how do we find and get to know them?

If you have a compelling reason to meet with someone and ask them questions, most people will meet you at least for a coffee. Everyone goes for coffee, everyone needs to eat lunch. Linkedin is also a fantastic resource.

How useful was your business degree?

Alex’s first degree was in comp. sci and his original career goal was to become CTO of a large company. He ended up deciding he didn’t want to have to compete with brilliant recent grads when he was 50 and getting a business degree was his way to diversify, as well as allowing him to work in the part of the product lifecycle that he preferred.

Developers can get squeezed because they work in the middle of the lifecycle between inception and QA. QA is always under time pressure because they work at the end of the lifecycle, but business development people at the very beginning of the product lifecycle have the most freedom from time constraints because development doesn’t even start until their part is done.

With a major in comp. sci. and a minor in business, where should I focus?

Negotiation is especially useful, as well as being something Alex particularly enjoys, but basically any business course is useful because it’s such a different field from comp. sci.

People tend to think MBA programs are really intimidating and full of total geniuses, but they’re actually like any other program – there are a few brilliant people but most of the class is going to be people just like you.

Regarding monetization, western people seem to lean toward aesthetics and away from pay to win. Is this changing?

People do dislike pay to win because that forces them to pay to be able to compete, but people also prefer paying for items that affect their gameplay experience. About 90% of revenue will come from utility items vs items that just look cool.

What should you look for when hiring a business person?

Can you get along with them for a long time? What kind of track record do they have? Give them a test – for example, if you need someone to pitch to publishers, get them to pitch to you. If you don’t find their pitch compelling, don’t hire them.

How did you hire the first few employees at TinyMob before your funding came in?

TinyMob hired three people before they got funding. They found people who were passionate about games and were very upfront about what TinyMob could offer them.

When hiring people without necessarily having a lot of money to throw at them, think about what else you can offer them – equity, bonuses, full time, part time, being paid to develop a game by a third party.

Alex also had a question for the audience: how much interest is there in the Video Game Startup Bootcamp?

Most of the room raised their hands, which prompted a followup question:

What might stop someone from wanting to go into business making games?

Fear of losing the core of making games that people actually enjoy – having to compromise their vision to make money.

Worries about balancing making money with getting to build what you like.

A member of the audience had an especially good point about the business of games – actually shipping games is a huge pain point for developers. Taking 10 years to finish a game because you’re working at subway to barely pay your rent naturally makes people give up long before they ship. If you’re serious about people ever seeing your game, you need money.

At TinyMob Alex and his coworkers discussed whether seeing how difficult business really is would scare off potential entrepreneurs, and decided that it’s still best for people to know what they’re getting into. If you’d like to know what you’re getting into, don’t forget to sign up for the Video Game Startup Bootcamp – it’s only a couple of weeks away and it’s completely free!

Thanks again to Alex for coming to talk with us and to Chris Tihor for leading the discussion.

Posted in General

Survey Results – Raw and Uncensored!

As I threatened at the last monthly meetup, I’m posting the results of the survey here on the internets. I have removed the names and contact info from those who provided it for national security purposes. I will be contacting those who have expressed an interest in giving a talk or organizing something in the near future. However, GDC is next week so that may put a crimp in my plans. Regardless… enjoy!

Summary

Which of the following best describes your current occupation?

Student 2 7%
Independent Game Developer 6 21%
Developer w/ Company/Organization 7 24%
Freelancer/Contractor 2 7%
Academic 2 7%
Game Journalist/Blogger 0 0%
Hobbyist/Gamer 4 14%
Not in Industry/Interested 3rd Party 3 10%
Other 3 10%

Areas of Interest

What area(s) of game development interest you?

Art – 2D Art 15 4%
Art – 3D Modeling 12 3%
Art – Animation 12 3%
Art – Character Modeling 8 2%
Art – Cinematics 6 2%
Art – Conceptual Art 7 2%
Art – Technical Artist 7 2%
Art – Texture Art 7 2%
Audio – Audio Implementation 5 1%
Audio – Audio Programming 5 1%
Audio – Dialogue / Voice Over 4 1%
Audio – Music 8 2%
Audio – Sound Effects 9 2%
Business – Company Management (VP, CEO, etc) 8 2%
Business – Finance 4 1%
Business – Human Resources (HR) 2 1%
Business – Marketing 11 3%
Business – Public Relations 5 1%
Business – The Business of Indie Games 14 4%
Design – Character 11 3%
Design – Dialogue 11 3%
Design – Gameplay 21 5%
Design – Level 15 4%
Design – Narrative (Quest/Story) 14 4%
Design – User Interface 16 4%
Journalism – News 3 1%
Journalism – Op/Ed 3 1%
Journalism – Reviews 4 1%
Production – Producer 6 2%
Production – Project Manager 8 2%
Production – Quality Assurance (QA) 4 1%
Production – Team Management 11 3%
Production – Technical Writing (Documentation, Manuals, etc) 5 1%
Programming – A.I. (Artifical Intelligence) 17 4%
Programming – Audio 7 2%
Programming – Engine 13 3%
Programming – Gameplay 18 5%
Programming – Graphics 11 3%
Programming – Physics 14 4%
Programming – Tools / Toolsets 12 3%
Programming – User Interface 13 3%
Other 2 1%

What game genre(s)/focus are you interested in learning more about?

AAA Titles 9 7%
Academic / Research 10 8%
Casual Games (Download) 14 11%
Casual Games (Web-based) 14 11%
Educational Games 9 7%
Independent Games 19 15%
iOS (iPod / iPhone / iPad) 11 9%
Mobile 14 11%
Serious Games 12 10%
Social Games 13 10%
Other 1 1%

Events/Meetings

What types of formats would you like to see in our monthly meetings?

Speaker 20 26%
Panel 23 30%
Round Table 12 16%
Workshop 20 26%
Other 2 3%

From the formats chosen above, are there any specific topics/details you would like to see covered?

andy moore Victoria Games Art Jam (Creative Commons?) ^^ similarly accessable but “usable” work shop events –> emphasis on fun I think it’d be interesting to talk about gender representation in games, or about the critical analysis of games. I think we covered them pretty well during the meetup in which we discussed the survey. Playtest-o-rama ARCADE: just a giant recurring informal focus group. Everyone take turns playtesting each other’s games. – I am particularly interested in hearing local speakers talk about their game projects, whether they be one-person / small team projects or larger game studio projects. – Workshops for getting started with different game-making tools, such as Unity, etc., would be cool. I’m not sure if something like that would be feasible though since volunteers would likely be required to run the workshops + it would be hard to appeal everyone’s interests (art, programming, etc.)Anything revolving around Unity and iOS development Source Code Purchasing Yay/Nay. Thoughts on Video Game Cloning Revenue Sharing Agreements… Good Call? Raising funds, business startup issues, games marketing Current and future trends in gaming Review of local gaming industry team/company collaboration

What type(s) of social events would you like to see the group hold?

Dinner at a Restaurant 6 8%
Game Nights 18 23%
Picnic 2 3%
Pub Night 17 21%
Socials with Other Groups/Chapters 12 15%
Game Jams 23 29%
Other 2 3%

Please tell us your preferred channel(s) to receive updates from the group.

Facebook (www.facebook.com/groups/LevelUpVictoria/) 17 26%
LinkedIn 3 5%
Mailing List 13 20%
Twitter (twitter.com/IGDAVictoria) 9 14%
Website (www.igdavictoria.com) 6 9%
Meetup.com (meetup.com/levelup/) 17 26%
Google+ (www.google.com/+Igdavictoria) 0 0%
Other 0 0%

Volunteering

Would you be willing to volunteer to help the group?

Yes 16 55%
No 13 45%

If you answered “Yes”, describe in what way you would be willing to help.

I am currently very limited as far as my availability goes, but I am a professional web developer, and would be willing to host and even work on a website for the group. I already volunteer to help organize the group ;) Blog posts, meeting agendas, sitting at registration desk/convention booth and trying to look helpful I’ve been working in the industry for six years, and I came through a more academic route. I’m interested in all sorts of games from AAA to card games and in the critical analysis of games. I’d be more than willing to share my experiences. Alternatively, I’d also be willing to help out as a volunteer at the occasional event – assuming the timing works out for my home and work schedules. I’m willing to help with group events/game jams time permitting. I could man a booth, man the door, whatever is needed :) But like I said, it would be time permitting…I’ve got quite a bit on my plate at the moment. Advanced warning would increase chances immensely. I don’t have any more time after of the time I already spend volunteering with the game indusry (our CEO dinners, serving on DigiBC Policy Group, etc). I could probably help with poster design – if needed. Or just general set up – take down at avents – time permitting. anything really Event setup/teardown, manning booths, etc. I’d be happy to continue helping out at game jams or representing IGDA at events. Absolutely any way I can. Not sure yet, as I’m new to the group. General IT skills, some programming; design for print & electronic formats, photoshop, sculpture in physical media; have run various small/medium events, workshops and projects and aspects of large festival events; volunteer training & coordination (but never above being a grunt myself). not sure don’t live in victoria, but I will do what I can I don’t have much actual game development experience. I do have a lot of development and organizational experience. I’m also willing to take on roles where you just need to have somebody there (“warm body”) such as technical support or registration. knowledge in design and educational titles

Would you be interested in running a group event?

Yes 5 17%
No 24 83%

If you answered “Yes” what kind of group event would you wish to organize?

A panel dealing with startup issues for game studios. um Possibly at a future date if I find myself getting involved in IGDA. Again, I’m new to the organization, so I don’t know yet. i would demo my ludology

Would you be interested in giving a presentation at one of our monthly meetings?

Yes 11 38%
No 18 62%

If you answered “Yes” what subject would you like to give a talk about?

Overview of 3D art to game pipeline on sample project. Educational design pitch docs and iteration design pre production on small titles the importance of qa customer and production management. (for comission titles) the importance of modular mechanic functionality on small titles i am not sure The business of video games. I recently finished my PhD studying computer poker and I could give a talk about state-of-the-art poker AI. I’m not sure if this fits the scope of the group, but I would be happy to fill a speaker slot if needed. I can talk about various aspects of design (I’ve done a lot of systems and open world mission design) and about prototyping and iteration. I could also give a talk about the history of games – an area that I have a growing interest in. Or a primer on the critical analysis/theory of games. Game Design Learning from Failure RPG in post secondary education UVic Computer Science Dept – connecting with students something, not sure what and not right away

Feedback

Do you have any additional comments or feedback you’d like to share with the chapter coordinators at this time?

I’ve been having a really fun time coming out to meetings and getting to know the other members of the indie community. Thank you so much for organizing this group! You are awesome. great job. great communication. great global game jam. focus on the fun and games and use creative solutions to make the IGDA feel like a big beautiful thing in Victoria BC. I previously provided feedback to Chris on the important strategic elements that I think IGDA in Victoria should consider. I can re-send if needed. You guys are awesome for making this such an active group! I appreciate what you guys do! I haven’t been able to make it to as many meetups lately, but hope to get out for the next one. Great work so far! Keep kicking ass!thanks for doing what you are doing. Great group Well organized/run Good job. The last talk was very good. I’m enjoying the monthly meetups and the other events that IGDA has organized recently. Thanks for putting them on! I’m attempting to clear up my Mondays, and I should be able to start attending the monthly meetings soon.

Number of daily responses

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