FIG Talks 2017 in Review

FIG Talks 2017 in Review

Danielle Mesa had the opportunity to attend this year’s second annual FIG Talks on January 28th, 2017 at the Microsoft New England Research & Development Center, and wanted to share her thoughts on the event:

It’s always a huge delight to learn from one another’s experiences, whether creative or business. From important lessons that further enrich and encourage our growth, such as being wrong early on and how to blend a work of literature, to topics such as where theater helps hone game development skills and how to conquer bad ‘code hygiene’, the Boston Festival of Indie Games’ second annual Boston FIG Talks continues to offer new insights.

The BFIG Talks were designed as “a platform for independent designers and developers to share and showcase with one another their learnings to foster community, teach valuable lessons, and start dynamic conversations in the independent game creator space about how and why we create games”. With its annual showcase, the FIG Talks takes the experience another step further by welcoming in-depth considers what works in creating a game and what would fall short of the finished product’s full potential.

The event featured subjects surrounding business, design, development and tabletop. The discussions I was able to attend included:

The Potential and Process of Updating Older Games with Virtual Reality by Catlateral Damage creator Chris Chung, which focused on incorporating virtual reality to preexisting games and the advantages designers gain from experimenting with VR.

Get Lit: Incorporating Literary References Without Sounding Like a Pretentious Ass by Deep End Games’ own Amanda Gardner spotlighted how to apply references from literature in a humble manner without sounding arrogant nor selling the quality of writer short either.

What’s that Smell? An Introduction to Code Hygiene by Vinny DaSllva delved into antipatterns or ‘code smells’ and their effect on the quality of code during the development process.

The Role of Randomness in Tabletop Game Design by Tim Blank, Zach Given, Sam Liberty and Sarah Zaidan highlighted the challenges designers face when trying to randomize their games in an effective manner.

 As always, BFIG never fails to create an inviting and actively engaging environment and with their BFIG Talks, they continue to foster theirs and the community’s goals. With two successful FIG Talks already complete, the next events are already have tremendous promise.

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