Buscar en el Museo de la Imagen en Movimiento

Cargando Eventos


IndieCade East: Day Three

En curso

IndieCade, el principal festival independiente de videojuegos del país, hace su debut en la Costa Este en el Museo, con un fin de semana de juegos jugables, presentaciones, jams de juegos y más. Ver todo programas en curso y juegos en el escaparate.


Bedroom Developments: Making PlayStation Games in Your Underwear

Presented by Rami Ismail, Shawn Alexander Allen, and Manuel Marcano

PlayStation Mobile is democratizing the publishing ecosystem on consoles, tablets, and smartphones by allowing independent developers to create and sell their games across an array of certified devices, including the PS Vita handheld console. By eliminating the need for special development hardware and creating a simple portal for publishing, it is now easier for smaller teams to create compelling experiences that reach hardcore console gamers. And although the PlayStation Mobile platform has only recently launched, it is already attracting a diverse crowd of gamemakers, including established independent teams like Vlambeer and up-and-coming talent like Nuchallenger. Panelists talk about their personal journeys in independent game development, and their experience with PlayStation Mobile. (Suitable for ages 10+)

1:00–2:30 p.m.

Taller de diseño de juegos

Learn about the fundamentals of game design by creating small, tabletop games. After a brief introduction to the common characteristics of games, attendees work in groups and rapidly prototype a game, and then test and get feedback on their work. (Suitable for ages 10+)

2:00–2:30 p.m.

¡Guerra espacial! Decathlon Final Competition

Top players from the ¡Guerra espacial! Decathlon battle for victory on ¡Guerra espacial!, the first digital video game, in the Museum’s video game exhibition ¡Guerra espacial! Despegue de videojuegos.

3:00–4:00 p.m.


Renga es un juego de largometraje jugado por toda una audiencia que dirige punteros láser a una pantalla de cine. Emboscados y dados por muertos en el espacio profundo, los jugadores trabajan colectivamente para reunir recursos, construir una nueva nave, enfrentarse al enemigo y finalmente regresar a casa. Combinando tecnología de interacción de multitudes en tiempo real, estética de videojuegos retro y un irónico sentido del humor, Renga harnesses the power of crowd decision-making to turn the traditional hero’s journey on its head and create a deep-seated sense of camaraderie among players.


Well Played, Session 3 Vida del carrito

Presented by Nick Fortugno

Organizado por el Centro de Tecnología de Entretenimiento - Universidad Carnegie Mellon

What makes a game good? or bad? or better? Building on the ETC Press books and journal and the success of last year’s sessions, Nick Fortugno will play Vida del carrito, a retail simulation for Windows. The game combines common video game devices with a mundane setting to examine the life of a street vendor. Vida del carrito plays with game literacy and expectations to simulate an experience of modern capitalism. Nick Fortugno is a game designer and entrepreneur of digital and real-world games based in New York City, and a founder of Playmatics, a game development company. (Suitable for ages 10+)

3:30–4:00 p. m.

Well Played, Session 4, Unmanned

Presented by Naomi Clark, freelance game designer

Organizado por el Centro de Tecnología de Entretenimiento - Universidad Carnegie Mellon

What makes a game good? or bad? or better? Building on the ETC Press Well Played book series and journal and the success of IndieCade 2012 sessions, Naomi Clark will play and discuss Unmanned. Unmanned is an experimental game about a day in the life of a drone pilot. “The game uses a series of short, split-screen vignettes to combine simple mini-games with clickable conversation options, and takes you through the rather safe, humdrum existence of a modern drone pilot. Shaving, driving to work, flirting with your cute co-pilot, and even playing video games with your son are all given equal weight to actually blowing up a suspected insurgent thousands of miles away from a comfortable seat in front of a monitor. The result is a nuanced, wide-ranging look at a soldier’s life from a variety of viewpoints.”—Ars Technica (Suitable for ages 10+)

4:00–5:00 p.m.

You Don’t Seem Happy! Video Games and the Philosophical Problem of Being a Sore Loser

Presented by Jesper Juul, “The Ludologist” and assistant professor at NYU Game Center

We often say that video games are “fun,” but in this lively talk, Jesper Juul explains why this is almost entirely untrue. When we play video games, we rarely express happiness or bliss. Instead, we frown, grin, and shout in frustration. So why do we play video games even though they make us unhappy? Citing QWOP, Super Hexagon, y Red Dead Redemption, Juul compares the experience of being a sore loser to the experience of reading tragic plays and the shock of watching horror movies. Juul is an assistant professor at the New York University Game Center who has worked with the development of video game theory since the late 1990s. His publications include Half-Real on video game theory and A Casual Revolution. His upcoming book The Art of Failure will be published in Spring 2013 by MIT Press . He maintains the blog The Ludologist.

4:00–5:00 p.m.

The New York Scene

Presented by Asi Burak, Joshua DeBonis, and Colin Synder. Moderated by Celia Pearce.

Panelists discuss New York’s thriving independent video game communities, tackling Babycastles, Games for Change, street games, and everything in between. Asi Burak is Co-President of Games for Change and co-produces the Annual Games for Change Festival. Burak co-founded Impact Games, creators of PeaceMaker and Play the News gaming platforms. Joshua DeBonis designs digital, real-world, and board games. He is the Director of Sortasoft LLC, an independent game studio in Brooklyn, and the co-founder of NYC-Playtest and Brooklyn Game Ensemble. Colin Snyder is a video game developer, graphic designer, and writer based in New York City. In 2011, Snyder joined Babycastles as a graphic designer and has produced and directed numerous projects for the organization. Celia Pearce is a veteran game designer, author, researcher, teacher, curator, and artist. She is currently Associate Professor of Digital Media at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group.

5:00–6:00 p. m.

John Sharp Keynote: ¡Guerra espacial!, Punk Rock, and the Indie Dev Scene: A Semi-Secret Quasi-History of Our DIY Roots

In 1961, the Hingham Institute Study Group on Space Warfare emerged from the nascent hacker community at MIT to kick start video games. Fifteen years later, DIY (Do It Yourself) bubbled out of the punk rock scene. Today, the same DIY ethos that led to ¡Guerra espacial! and punk rock lives on with independent developers as they build entirely new experiences, bring the hacker mindset to established industries, and create new systems for making outside of monolithic capitalism. John Sharp puts on his ex-punk rock art historian indie developer hat and connects the dots between the first video game, the birth of DIY, the indie game scene, and more. Sharp is the Associate Professor of Games and Learning in the School of Art, Media and Technology at Parsons The New School for Design where he co-directs PETLab (Prototyping, Evaluation and Technology Lab). He is a member of the game design collective Local No. 12, which focuses on games as a research platform. Sharp is also the curator of ¡Guerra espacial! Despegue de videojuegos, currently on view at the Museum.

6:00–7:00 p. m.

Developing Physical Games: Tools and Tricks for Jumping Off-Screen and into the Wide World (Game U)

Featuring panelists Kaho Abe, Katherine Isbister, and Greg Trefry. Moderated by Jamin Warren, founder of Kill Screen

Movement sensors and cameras capable of motion capture are ubiquitous, embedded in devices ranging from major game consoles to mobile phones. Taking full advantage of these new input possibilities requires radical shifts in game design. Panelists discuss examples of playful, movement-based experiences on a range of platforms.

7:00–8:00 p. m.

Game Jam Screenings

Organizado por Sony Playstation

Join the IndieCade East game jammers as they present the Sony Playstation Mobile games they developed over the course of the festival, immediately followed by an awards ceremony. Grand prize includes a Sony publishing deal and participation in Sony’s press conference at the Game Developers Conference in March.

Entradas: $30 público / $20 estudiantes/personas mayores/miembros del museo. Ordenar en línea o llamar 718 777 6800 para reservar entradas. A pase de fiesta completo, que permite la admisión del titular a todos los eventos de IndieCade, está disponible por $80 / $60. Entrada gratuita para miembros Silver Screen y superiores. Los niños mayores de 13 años y los estudiantes son elegibles para pases de nivel de estudiante con una identificación válida. Acceso a IndieCade East para niños de 3 a 12 años incluido con la entrada regular al museo ($6).