W H A T
W H E R E
W H E N
Interactive Fiction for Everyone
This year our theme ‘Interactive Fiction for Everyone’ reflects the shift in making sure all creatives work together to make interactive fiction content in a safe, inviting, and equally rewarding environment. This year we’ll discuss the recent past, present, and future of this retro game genre with coaches, writers, musicians, game designers, and engine makers.
The conference is split into two days.
Saturday the 28th is focused on the story. Tools, tips, writing sessions and awesome talks with incredible writers, coaches, and narrative designers. You’ll get a glimpse of the Decision Fiction platform as well. Finally, we’ll have some fun with a game night playing interactive fiction as a group!
Sunday the 29th is focused on the technology. We’ll hear about the future of AI, learn of a new mobile interactive fiction engine, hear from a interactive fiction video director and see how you can make your own. Finally, we’ll hear from the Decision Fiction team and see how you can be part of the ecosystem we’re building.
We are here to advance the interactive fiction space, so this event is completely free to attend. Sign up today for exclusive access to this amazing event!
SCHEDULED SPEAKERS INCLUDE
Sande Chen is a writer and game designer with over 15 years of experience in the game industry. Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.
Don Bosco is a writer and gamebook creator based in Singapore. He started the indie publishing studio Super Cool Books in 2011, and his popular works include the Sherlock Hong Adventures and My Blade Quest series.
Game writer and Psychologist. My main goal is to understand and organize what makes a good story, for that I combine Psychology and storytelling theory. I always felt frustrated when I started to learn storytelling because I felt there was no real guides about WHY and HOW storytelling works, everything was too vague and ambiguous, or too straightforward without a real explanation of the logic behind the method. So I started to create my own theories based on the existing ones and the science of psychology. If you want to combine art with science and understand the WHYs and HOWs of the storytelling, I recommend to add my approach to your narrative tool box.
About Bob: I am a Husband, Father, and creative writer, with an extensive IT background, with a passion for all things nostalgic.
The Game: The Awakening A classic story of survival during the zombie apocalypse. Disease runs rampant, “Infected” roam the streets, and the greatest danger may not be the Undead. “The Awakening” features:
Multiple ways to die
Integrated RPG Statistics that you can train, which will impact the direction the story takes
Multiple story branches, with different locations to explore
ARG elements, that offer real-life integration with the story, giving the reader a chance to immerse themselves in the story world, and so much more!
Guy has bridged media and technology for over 20 years, initially as the first Head of Digital for Penguin Books UK, then at the BBC and Guardian, before setting up his first games company developing massively multiplayer games.
More recently, he produced the official mobile games for Sherlock, Home & Away and for networks around the world.
He is co-founder of To Play For, the media technology company behind Charisma.ai which is producing new forms of immersive stories powered by artificial intelligence.
Charisma.ai enables production teams to create interactive experiences quickly and efficiently, leading to increased audience engagement, increased audience share, and new revenue streams. It is already being used by broadcasters, production companies and games developers.
He is the creator of STIM, the Super Tiny Interactive fiction Maker. We’ll go deeper into the motivation behind this mobile interactive fiction engine and see it in action.
Minjae Lee is a co-founder of Gloovi Inc. He got interested in interactive storytelling via videogames such as Her Story, Reigns, Planescape: Torment, and Baldur's Gate. He received his Ph.D. in Computer Science from Stanford University. His thesis is on cutting-edge hair simulation technology for entertainment industry. He graduated from Carnegie Mellon University majoring in Computer Science and minoring in Art.
Paul Irwin has a background in youth and community work. He has worked in some of the most disadvantaged areas of the world. He worked on Bafta winning L8R and RTS winning Shank.
When the financial crisis crippled services for young people he decided to create TryLife. An interactive film series aimed at educating young people about the consequences of their actions.
TryLife now has 6,800,000 fans on Facebook, reaches 188,000,000 people in a week with 500,000,000 social media impressions per month.
He’s won awards in Innovation for Youth Work, Health, Social Care and Business. He also won both HRH Prince Andrews Pitch @ Palace ‘Peoples Choice’ & ‘Overall’ award with TryLife. He is now developing an interactive film in LA with the heads of the Bloods, Crips and Mexican Mafia aimed at preventing more young people becoming involved in gang warfare.