September Main Event featuring Mike Wozniewski of Hololabs

Mike is a game creator and a man with a gaze as intense as a thousand suns.

Mike is a game creator and a man with a gaze as intense as a thousand suns.

Hi everyone! Chris here to give you the lowdown about our next monthly meet-up at Swans. This September, we’re happy to have as our feature presenter Mike Wozniewski. Mike is the founder and president of Hololabs (www.hololabs.org), an award-winning indie development studio making games, mobile apps, VR experiences and art installations. He has recently relocated to Victoria from Montreal, where he spent over 15 years building interactive media of all sorts.

His Master’s degree (from the Centre for Intelligent Machines at McGill University) focused on authoring tools for intelligent environments, human-computer interaction, motion tracking, and virtual reality. After that, Mike joined the Society for Arts and Technology [SAT], where he developed software for immersive audiovisual environments. After founding Hololabs in 2011, Mike has worked with many artists, designers and developers to build creative, experimental, and somewhat wacky games and art projects.

Mike will be discussing the recent boom of game making apps, level editors, and the promise of user-generated games as a form of social media. From LittleBigPlanet, to Minecraft, Project Spark, Super Mario Maker, Pixel Press, and Hololabs’ own Papercade, Mike will discuss the world of consumer-focused game creators. With a long-term obsession for creative tools, this talk will explore the affordances necessary for successful game-making systems, and will also serve as a postmortem for Papercade. Along the way, Mike will introduce Hololabs, provide some of the history about the studio, and will give a sneak peek of Hololabs’ next game that will be developed here in Victoria.

After the talk we will be holding the usual open stage and social time. 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. Let’s all come out and give Mike a warm welcome to Victoria!

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, September 7th, 2015

Buckerfields aka The Collard Room – Swans Hotel and Brewpub

506 Pandora Avenue, Victoria, BC

Doors open at 4:30pm

Please RSVP via the Meetup event

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

Marketing Tools for Indie Devs Recap

At our Main Event meetup at the beginning of July, Clive Gorman  told us all about awesome free (or very inexpensive) marketing tools indie devs can use to promote their games without spending a lot of money. Thanks Clive!

Without further ado, here are the tools.

hootsuite logo

  • Free!
  • Allows you to manage multiple social media accounts
  • Supports Twitter, Facebook, Google Plus, LinkedIn
  • Auto scheduler, Suggestions
  • Mobile app
  • No direct support for Instagram or Tumblr but there are apps for both
  • Basic analytics

screenshot of hootsuite dashboard

 

buffer-logo

  • Free!
  • A lot like Hootsuite but nicer to look at
  • Connect to two social media platforms for free
  • Mobile app
  • Basic analytics
  • IFTTT.com Support!

buffer-screencap

 

ifttt_logo

IF This Then That

  • Internet of things!
  • Automation of LIFX bulbs…
  • Buffer compatibility!
  • Automatically re-queue Tweets
  • Has a huge Recipe directory you can browse

ifttt-screenshot

 

 

unfollowers logo blue

  • Premium: $69 USD annually, free version with fewer features
  • Find followers of similar games
  • Simplified UI for bulk following
  • Follow/Follow back
  • Cheap acquisition

unfollowers screencap

 

launckit-logo

Launchkit.io

  • Free!
  • App Store Review monitor (iOS)
  • Auto post top reviews to Twitter
  • No Android/Google Play support
  • Screenshot builder, sales monitor, and app websites too
  • Library of mobile development tips

launchkit revew monitor

 

canva-circle-logo

  • Free!
  • Photoshop Lite
  • Free library of fonts and images
  • Upload your own artwork
  • Fast
  • Design tips blog and tutorials

Lion Screenshot

Thanks again to Clive for telling us about all of these tools. If you’re an indie dev on a budget, these are exactly what you need to help you get the word out!

Posted in General

Randall Thomson of Caper Games Recap

For our June Main Event, we had something a bit different. Randall Thompson of Caper Games gave a talk about his experience developing board games including a history of Caper Games, his approach to designing a game, the process of having the physical game made, and the future direction of Caper Games. This is a summary of that talk.

Randall Thompson - Game Maker and Nature Enthusiast.

Randall Thompson – Game Maker and Nature Enthusiast.

Randall’s game development journey started when he was 10 years old, cutting out hockey cards to make games and making up games with sticks and rocks. Then as an adult he joined the military and forgot all about games until 1998, when Randall suffered an eye injury at the Ministry of Health, and since then has been suffering from Light Sensitivity (Photophobia).

He was raising his children at the time, and because he could no longer watch TV he began to read books, listen to the radio and play and make games with his kids. This lead to the creation of his first game – CrunchTime – a basketball board game released in 2001.

In 2003, two years after CrunchTime was first released, Randall decided his game needed an edge. Where most people would have stopped at dreaming of celebrity endorsement, Randall actually contacted NBA star Dirk Nowitzki of the Dallas Mavericks to ask him to promote CrunchTime. CrunchTime is also known as Dirk Nowitzki CrunchTime, which goes to show what you can do when you’re willing to take a risk.

Another risk that Randall took was accepting an invitation to go to Germany, which was thanks in part to the attention that endorsement brought him. That risk paid off in more ways than one: not only did Randall sell many copies of his game, he also met his collaborator and girlfriend Silke, who ended up doing graphic design and promotion in German for the game.

After CrunchTime, Randall invented Soccer Tactics, which his German fans just loved. He sold close to 5000 copies in Germany at that time and has now sold around 20,000 copies. From 2005-2006 he spent a lot of time in Germany, then in 2007 Randall and Silke came back to Canada. Conveniently enough, the 2007 under-21 world cup was held in Canada. One of the venues was even right here in Victoria!soccer-tactics-world-game-box-and-board

Having a world cup venue right in your own back yard was the perfect promotion opportunity for a soccer game. However, FIFA licensing was so restrictive Caper Games had to do guerilla marketing, and even then would often be told by FIFA reps that they were too close to the venue and had to hand out their pamphlets on the other side of the street. Caper Games had their own game of cat and mouse with the FIFA reps, but fortunately they were persistent and nimble enough to promote their game effectively without running afoul of FIFA.

Sadly, after all that work 2007 to 2010 was a bit of a dry spell for Caper Games. Then in 2011 Randall’s creative drought ended when he tried adding cards to Soccer Tactics and ended up inventing STRIKERZ. Why cards? Cost of manufacturing is a big concern with physical games. Not only are card games like STRIKERZ and tile based games like NUGGETS much cheaper to manufacture than board games, they’re also easier to explain to other players.

Another challenge with board games is that it can be very hard to get sports games onto shelves when you’re not Hasbro – store owners just aren’t always interested in that genre. Fortunately for Caper Games Randall had a friend in Toronto who was able to show Soccer Tactics to a big distributor who liked it but wanted a hockey themed version. Luckily Randall had one in the closer he was able to polish up. The distributor in Toronto loved it and bought thousands, now SHOOTERZ is in Toys R Us.

Caper Games is looking into NHL licensing for it but that’s really difficult to do, especially for a small company. Just applying for a licence requires extensive experience manufacturing and distributing your product, plus financial information on the company and sales forecasts for the products to be licenced. With all of those hurdles to get over before the expense of getting a lawyer involved to finalize the contract, it’s no wonder that NHL licences are hard to come by.

Around 2011-2012 Caper Games took a bit of a new direction. At the time Silke was playing a lot of Scrabble which inspired Randall to invent a word game: NUGGETS. He made the board an 8 x 8 grid so strategic word placement was really important. Another mechanic that made his game stand out was that once you’re done your turn, your opponents can ‘steal’ any words you missed.nuggets

Most recently Randall has continued to branch out of the sports game genre and is now working on his first game for adults, a spy game called Get ADLER! set in WW2 for 4 players. 1 person is the double-agent Adler, the other players are trying to uncover him. The first phase of the game is trying to figure out who is Adler, then once he’s found the second phase is trying to capture him. It’s silly and lots of fun, play testers have just had a ball with it. Play testing has featured heavily in Caper Games design process, and Randall has seen an amazing progression from his early games to his latest two.

Since that first game, Caper Games has gone on to about 10 games in total. Their latest games are SHOOTERZ Hockey Card Game, NUGGETS Word Game, and Get ADLER! (A Deduction Card Game). They have a couple of other games designed and waiting  to be produced as well. Caper Games is also now looking to produce mobile games, particularly NUGGETS which Randall keeps hearing would make a good computer game. He’s talked to a few videogame developers, one of which has said to build a prototype and come back.

At the end of Randall’s talk, he was kind enough to take some time to answer some questions from the audience.

Audience: How did you fund all this development?

Randall: A big part of it was a Canadian fund for people with disabilities – they were funding just about any idea a person with a disability had.

Audience: Do you have a distributor?

Randall: We do have some distributors in different areas, and we also sell directly to customers online.

Audience: How do you manufacture a game?

Randall: I wish we could do it all in Canada but it’s much cheaper to do it in China. To distribute we order from china and store our stock in a small warehouse. The usual minimum order from a manufacturer is 5000 units but that can be negotiated. The price and quality of product from the Chinese manufacturer is excellent. German manufacturing is even better but the price is prohibitive.

Audience: Why the gold theme in Nuggets?shooterz-hockey-card-game-game-box-and-content

Randall: Very early in game development I decided I wanted a different scoring system to help the game stand out (grams instead of points). gold just seemed to fit. Silke always talked about digging for words when playing scrabble which inspired Randall to think of a prospector digging for gold nuggets.

During the Q&A, Randall had a question for the audience:

Randall: Does anyone with a game partner with a small/medium studio to build that game without cash up front?

Audience: Definitely happens, anything can be negotiated.

Thanks again to Randall Thompson of Caper Games for coming out and talking to us about a part of the game industry we don’t normally hear about. It was fascinating to hear about how cost of manufacturing affected his design decisions. If we’re lucky Randall will come back to give another talk after Get ADLER! comes out and maybe bring a copy for us to try!

Posted in General

June Main Event featuring Randall Thompson of Caper Games

Randall Thompson - Game Maker and Nature Enthusiast.

Randall Thompson – Game Maker and Nature Enthusiast.

Hi everyone! Chris here to give you the lowdown about our next monthly meet-up at Swans. This month, we’re happy to have as our feature presenter Randall Thompson. Randall is the founder of Caper Games, a local board game studio that’s been releasing games since 2001.

Randall suffered an eye injury in 1998 at the Ministry of Health, and since then has been very light sensitive (Photophobia). He was raising his children at the time, and because he could no longer watch TV, he began to read books, listen to the radio and play games with his kids. This lead to the creation of his first game – CrunchTime – a basketball board game released in 2001. Before his injury, he enjoyed playing video games like Super Mario with his kids, but it became problematic afterwards.

Caper games have invented about 10 games in total. Their latest games are SHOOTERZ Hockey Card Game, NUGGETS Word Game, and Get ADLER! (A Deduction Card Game). They have a couple of other games designed and waiting  to be produced. Caper Games is also now looking to produce mobile games based on NUGGETS and a couple of other games.

Randall will be giving a talk about his experience developing board games including a history of Caper Games, his approach to designing a game, the process of having the physical game made, and the future direction of Caper Games. He will be bringing some copies of his games to try out afterwards. If you’re interested in how tabletop games get made, you won’t want to miss this talk.

After the talk we will be holding the usual open stage and social time. 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 1st, 2015

Buckerfields aka The Collard Room – Swans Hotel and Brewpub

506 Pandora Avenue, Victoria, BC

Doors open at 4:30pm

Please RSVP via the Meetup event

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

Metalhead Software – Super Mega Baseball Mid-Mortem

Scott Drader

Scott Drader

Scott Drader co-founded Metalhead Software, a local game and software development studio in 2009. Last year he came out to give a “pre-mortem” talk about the game that Metalhead had been putting in long hours to finish, Super Mega Baseball (formerly known as Big Fly Baseball).

Now, after the recent release of Super Mega Baseball, Scott is triumphantly returning to give a “mid-mortem” talk, where he will be talking about the stress, exhilaration, and lessons learned in shipping Metalhead’s first title.

 

Pre-mortem Recap

Scott’s talk started with a quick recap of the pre-mortem talk he gave last February. Metalhead Software started as a two person team in Scott’s basement in 2009. While building the game they supported themselves with contract work. At their peak the team was 6-8 people. They’ve showed at PAX and other trade shows, which helped them stay grounded during development. As a small indie studio they kept costs down by using open source technologies. Unfortunately they had some early tech issues which caused them to have to redo a lot of work when they needed to switch technologies. Aside from technical issues, it was challenging to make a baseball game in a city that isn’t hugely into baseball. Other expected challenges were in how to market and test the game.

On with the Mid-mortem!

Super Mega Baseball initially launched in North America on December 16th, 2014, which was a bit of an odd time to ship a sports game. Usually sports games ship around the start of the real life season when people are already excited. It was tough to get press attention right when all the people writing for game sites were leaving for Christmas holidays, but by the time the game launched the holiday rush had mostly died down and they did get decent attention.

The launch date wasn’t a calculated decision; the team was low on cash and sanity and the game needed to ship. Super Mega Baseball was originally intended to ship in the summer.

The game got some very positive press due to being fresh in people’s minds when recaps and game of the year articles were coming out.

Audience Member: Why didn’t your publisher manage press/pr & release date?
Scott: We didn’t have one.

Follow Up Question: Would you work with a publisher next time?
Scott: Depends, there are a lot of pros and cons. There’s costs either way – if you’re not paying a  publisher to take care of this stuff you’re doing it all yourself.

The Pricing Problem 

Pricing is a difficult problem for indie games. Metalhead Software ended up charging $20 for Super Mega Baseball. They didn’t want to undervalue their game but at the same time they wanted as many people as possible to play it. There isn’t enough data yet to know if Metalhead made the right call on price. It will take more launches to really have a good feel for it. 

Audience comment: Instead of lowering the price, bump it up and have awesome videos selling the game. A higher price gives the impression of higher quality, and you need to leave room for sales later. 

To Demo or Not Demo 

Super Mega Baseball did not have a free demo. Having one may have really helped with visibility given the relatively small number of people that had heard of Metalhead or Super Mega Baseball pre-launch. The extra time it takes to get a proper demo together was a factor in deciding not to have one. Upcoming launches are more likely to include a demo or trial.

 Launch

The game was stable and everything generally worked, which was awesome given all the bad press around recent AAA games shipping broken. Friends and family helped a lot with testing, but even with that help they weren’t able to get the test coverage they would’ve liked. Long-term team progression in particular was very lightly tested because it took 40 hours of testing to do a full test cycle. 

MyTeamOverview

At launch they were very worried about bugs – it was keeping the team up at night. Just because the game worked great on four friend’s machines didn’t mean it was going to work just as well for everyone else. 

All of the last minute polish and refining was absolutely necessary. The game could not have been shipped successfully even a week earlier. Most bugs reported by players were known issues that the team had seen in testing and made the agonizing choice not to fix so they would have time for higher priority bugs. 

Reception 

Super Mega Baseball was well received. The team did a lot of research – every mechanic in the game had to be at least as good as mechanics in other baseball games… if not, why should gamers buy it? Because of that attention to detail, the mechanics worked out really well. 

Scott had wanted to cut some features toward the end, but they squeezed them in, which turned out to be the right decision. For example, character customization was very last minute, but they slipped in basic customization and people loved it. Long term team progression worked out well too, even though it went in late and did not have a lot of time to mature. 

The difficulty mechanic was one of the ways Super Mega Baseball differentiated itself from other games. Instead of a simple easy/medium/hard setting, it has a 1-99 difficulty slider called the Ego System. There are no dramatic changes when the difficulty is changed – some games remove a mechanic entirely in easy mode, for example – instead the Super Mega Baseball smoothly gives you less help as the difficulty goes up. When targeting at bat, at lower difficulties the game gives you more help, at higher difficulties it backs off and you eventually do all of the targeting yourself. Or when fielding, at lower difficulties your fielders run for the ball automatically, at higher difficulties you have to steer them. 

Store Placement 

The game was not featured at launch. The fact the game and company were still fairly unknown at launch didn’t help, but it would have helped to have final store assets and marketing materials ready earlier. 

Reputation is extremely important, and powers your ability to get people excited about your product. Getting your name out tends to be a struggle for indies. Scott recommends a talk from Drinkbox Studios on the subject: Painful PR Lessons Learned on the Way to Guacamelee. The team has as much to learn about launching games as making them.

Art Style 

Super Mega Baseball’s art style was lighthearted and cartoony, which was generally received well. People loved the environments but were mixed on character style. The feedback was everything from “Barf!” to “This is awesome!” For faces in particular it would be interesting to study the psychology of how people respond to different art styles. Art was surprisingly polarizing. 

SwaggerSmash

A certain percentage of the audience is sports fans who want realistic gameplay, and Super Mega Baseball may have alienated them with the art style they chose. On the other hand, they wanted to make a sports game for everyone and the friendly art style probably helped welcome people who didn’t think of themselves as sports gamers. It was hard to say if a more mature art style would have worked out better. 

It can be hard to reach kids with digital downloads on consoles. Given that the younger demographic doesn’t have credit cards, you’re relying on gift cards (or for kids to annoy their parents until they break out their credit card!). 

Sales 

Scott wouldn’t mind being on a beach in Hawaii, but is still in Victoria talking to us. They’re off to a good start given they started out entirely unknown, but they feel they have yet to reach a lot of their potential audience. They deliberately chose a hole in the market: sports games have been dominated by AAA studios for years, there are hardly any casual sports games. 

LadySlugginsThe team did consider licensing real teams, but licensing can be expensive and time consuming. It’s something they would consider for future releases. On the other hand, the creative freedom that going unlicensed allowed was great. Some of the game’s jokes would likely have been cut in a licensed game, and they may not have been able to feature women in the game (which they got a lot of well-deserved kudos for). 

Super Mega Baseball hasn’t shipped in Japan yet because they feel like the game needs to be fully localized. The version shipped in Europe is all in English, but that won’t work in the Japanese market. 

Audience: Would you consider outside financing next time?
Scott: They hope it won’t be necessary going forward but would be open to it. They didn’t try to get outside financing first time because on paper, their inexperienced team was a tough sell, and they didn’t want to waste time going after funding they’d have a hard time getting a good deal on.

Audience: Why release on PSN only?
Scott: They just didn’t have time/resources to develop and test on multiple platforms at once. The team is working hard on porting the game to other platforms right now.

Audience: How hard will it be to move to other platforms?
Scott: Not so bad given the game is based on a cross platform engine (PhyreEngine) and written in C++.

One handy tip from the Super Mega Baseball launch is to tell people which countries the game is launching in! Metalhead forgot to tell people game was not launching in Europe right away and got many many tweets about when the game was going to come out in Europe after the North American launch.

Gaming Press

The relationships Metalhead nurtured beforehand were very helpful. A few people who heard Metalhead’s story from the beginning were really helpful getting the word out.

Personal Experience

It’s very easy to obsess over the game you’re trying to finish and think about nothing else even when you’re trying to take a break. You need to have other things in your life no matter how busy you are – keep up your regular exercise and at least some social activities.

What’s Metalhead doing now?

MH_LogoPorting, marketing, and prepping for upcoming releases (haven’t announced stuff yet though so going to not say too much for now).

Takeaways:

  • Everything takes longer than you expect
  • Launching a game is an entirely different ballgame from building a game
  • Reputation is huge and drives your ability to spread the word

Audience: Do you have analytics for your game?
Scott: Probably not as detailed as mobile/social platforms, but the consoles are doing a good job sharing more detailed data with developers.

Audience: If you did it over again, would you lower the price point or spend more on marketing?
Scott: Definitely more marketing spend, hard to say about price.

Thanks again to Scott and the Metalhead team for sharing what they’ve learned about launching a game! We’re really happy to hear that all the hard work and sacrifice was worth it, and it was awesome to see such a polished game come out of an indie studio in our city.

Posted in General

April Main Event featuring Scott Drader from Metalhead Games

Scott Drader inventing new "-mortem" talks so you don't have to.

Scott Drader: inventing new “-mortem” talks so you don’t have to.

Hi everyone! Chris here. I want to take a minute to tell you about our next monthly meet-up at Swans. This month’s feature presenter is Scott Drader. Scott co-founded Metalhead Software, a local game and software development studio, in 2009. Last year he came out to give a “pre-mortem” talk about the game that Metalhead had been putting in long hours to finish, Super Mega Baseball (formerly known as Big Fly Baseball). Now, after the recent release of Super Mega Baseball, Scott is triumphantly returning to give a “mid-mortem” talk, where he will be talking about the stress, exhilaration, and lessons learned in shipping Metalhead’s first title. This will be an event that you won’t want to miss!

After the talk we will be holding the usual open stage and social time. 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, April 6th, 2015

Buckerfields aka The Collard Room – Swans Hotel and Brewpub

506 Pandora Avenue, Victoria, BC

Doors open at 4:30pm

Please RSVP via the Meetup event

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

The Main Event featuring Brian Dempsey & the Victoria GGJ team.

Hi folks! Hope your Xmas/Solstice/Hannukah/Festivus hols are chugging along pleasantly! Scott here, with a reminder that 2015 rapidly approaches, and that means our monthly meeting for the January. Our venue, Swan’s, is hosting another event on our usual Monday evening, so please be aware that we are moving the Main Event into the future by 24 hours! The January meetup will be taking place on Tuesday, January 6th.

BryanDempseyThis month’s feature presenter is Bryan Dempsey, whose background and interests include electronics, jazz vocals, rhythm guitar, MIDI music, motion-capture, adult education and 3D simulations. Bryan’s studied multimedia production and programming for Virtual Reality applications at NBCC-Miramichi; co-developed a 3D simulator to teach industrial equipment procedures for ID Group-Montreal; developed a 3D simulator to remotely-control smart-home devices for Horizon Technologies here in Victoria.

Bryan will be demonstrating a 3D Rhythm Guitar Trainer simulation that he’s developed. This simulation is designed to provide a rhythm guitar student with a 3D avatar teacher that can demonstrate how play a sequence of chords on a 3D guitar. Chords and rhythm styles are selected by the user and entered into a lead sheet, and the simulator then uses the chord information and rhythm style rules to play the chord sequence. Bryan will also be speaking about the next steps he’ll be taking into accurate, affordable motion capture for his trainer (using ControlVR) which will…

  • quickly and accurately determine the guitar chord hand shapes for the chord database
  • stream guitar lessons (real-time, 2-way, 3D guitar playing) to/with one or more, on-line guitar students
  • record guitar lessons (or stand-alone performances) with synchronized Mo-Cap, MIDI guitar, and voice data.

There will also be a short talk from Nathan Hessman of the UVic Game Development group. Nathan will be taking on the task of organizing the GGJ this year in partnership with IGDA Victoria.

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:

Tuesday, January 6th (Please note: this is not our regular meet-up night, but Swans is hosting another event on Monday)

Buckerfields aka The Collard Room – Swans Hotel and Brewpub

506 Pandora Avenue, Victoria, BC

Doors open at 4:30pm

Please RSVP via the Meetup event

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