Where: Pumpehuset, Studiestræde 52, 1554 Copenhagen V
When: Tuesday, June 17th from 16:30 to 22:00
So F****** Special?
At SpilBar 20 we want to take a look in the mirror. We want to look in from the outside and out from the inside of games. We want to highlight what makes games relevant, what is especially good, bad, or peculiar about the industry and medium, and why do we keep doubting it all? Are we so f****** special and if so – how?
Microtalks by you!
For this special edition of SpilBar – the 20th anniversary – we asked you to submit microtalks. And a lot of you have.
16:35: Microtalks - Round 1
17:50: Microtalks - Round 2
18:35: Mingling and beer sponsored by Character/Gameplay
We are also grilling burgers that you can buy for 50 DKK (Mobile Pay or cash), and SsL will be DJ'ing a mix of new and old synthesized music with experimental rock'n'roll, sleaze, exotica and soundtracks.
Note that for this special anniversary version of SpilBar taking place at Pumpehuset, we will stay open till 22:00.
We are immensely proud to present the speakers for SpilBar 20:
Nick Price: 20 Held Breaths
Twenty moments. Twenty held breaths. Twenty instances that were significant in my life as a gamer and game developer. Time jumping and ASCII ART and personal trips down memory lane for 6,67 minutes.
Nick Price is Social Game Designer at IO-Interactive. Former Community Manager and responsible for studio communications at Io-Interactive. Former Creative Director at Serious Games. Former industry journalist. Dad, gamer.
Morten Brunbjerg: 20 Shades of Games
Using only colors this micro talk gives us a quick view of the Danish games industry and the people in it. Sometimes things look black. Sometimes it is all sunshine. Sometimes everything is shit. Oh, and we seem to always be hunting the green!
Morten Brunbjerg is a game writer and speaker. Working on stories, plot, and dialogue for games of all kinds. Done story and dialogue for among other games: Hitman, Max: The Curse of Brotherhood, and Jagged Alliance Flashback. Speaking about game writing for DFI, Nordic Game Conference, and Creative Europe. Teaching game writing at Vallekilde Højskole.
Esben Kjær Ravn: Hey, it’s complicated ok?
Or how to get seven musicians, two historians, two dancers and a lot of game developers to collaborate on crafting a game about Death.
In this talk Esben dwelves into how get artists from different art forms to work together in the development of the upcoming iOS-puzzle game “The Reaper - A Puzzle Macabre” - a process that´s showcasing both the huge differences and big similarities between games and other art forms.
Esben Kjær Ravn has founded Kong Orange and functions as Creative Lead and Producer. When Kong Orange's two core ingredients, entertainment and cultural depth, are dosed correctly and fed into each other they ignite spontaneously and become far bigger than the sum of the two. This is what Kong Orange want to show in their two major ongoing productions The Reaper and Shanghai 1927.
Christina Majcher: Where's the party?
Ten amazing and completely mindblowing similarities between the gaming industry and the techno underground (and what we can all learn from this).
Christina Majcher has been gaming since the 80s, raving since the 90s - and has been writing professionally about both the games and the electronic music scene for more than 13 years in a wide selection of the best Danish newspapers and magazines. She is fiercely passionate about quality in both music and games (and journalism!) and limitlessly enthusiastic when she finds it. As a subcultural expert and dedicated explorer of the future, she writes about her findings in Gaffa, Weekendavisen and on www.chriszka.dk. And watch out for the book.
Astrid B.Z. Madsen: Games - the Beast You Can't control
Making games always has a certain element of chaos to it. It is you that set up the rules and implement them, but the game will still have a life of its own.
Games are 'so f*cking special' because of this chaos element. You have to make a huge leap of faith every time you are working on a game, since you basically don't know what you are doing.In the end, you have to unleash the beast and hope you did your small part well and that it will bring good stuff in to the world.
Astrid B.Z. Madsen has been a game developer since 2008, when she graduated from ITU. The original drive to get in to the games industry was a love for playing computer games and a sudden realization in her mid-twenties, that hey, people do this for a living.
Astrid has worked as game designer, level designer, scripter and sometimes game writer on both small game projects and AAA titles at 3rdPerson Interactive, Remedy, Rovio, IO/ Hapti.co and now MovieStarPlanet. Still love making games, even if it can be tough and stressful, because when it's good, it's great .
Jesper Krogh Kristiansen: My Father, why hast thou forsaken me?
A short story about computer games troubled history with cultural recognition, told as a gripping tale about the relationship between father and son.
Jesper Krogh Kristiansen is a games journalist and audio designer and game developer - Not old and cranky yet, but getting there.
Christian Fonnesbech: Games are Everything
How is technology, art, entertainment and life connected through games? Why are games without question the most important art form of our time? Does every other form of human activity actually pale into insignificance? All this, and more, in 400 seconds.
Christian Fonnesbech is the Director of Cloud Chamber and a bunch of other stuff.
Miguel Sicart: The Lightness of Joy
As a medium, as a culture, (video)games are still fighting for relevance. Each story in the New York Times, each economic indicator that proves the success of games is followed by a celebratory wave of patting on the back among the minority of us who cares about games.
In this talk Miguel propose that instead of celebrating the cultural importance of games, we celebrate their cultural irrelevance. Games are important because they are not important; games matter because they don't matter. We need to embrace and exploit our cultural irrelevance, before we will the medium and all its potential. We need to embrace the lightness of joy, and learn to see games not for what they could be, but for what they are.
Miguel Sicart is an associate professor in games at the it university of copenhagen. He is the author of The Ethics of Computer Games (The MIT Press, 2009), Beyond Choices: The Design of Ethical Gameplay (The MIT Press, 2013) and Play Matters (The MIT Press, 2014). He teaches games and play design, and has long ago stopped trying to make games.
Simon Løvind: Made in Denmark - and so what?
Is Danish Games any special - or is the question irrelevant? Is Games of a different cultural value than other media and art forms?
Simon Løvind is the Games Commissioning Editor at Spilordningen, DFI. He was a Game Developer in the late 20th Century, a design teacher and sometimes interactive installation art.
Jonatan van Hove (Joon): Breaking Shit
What feelings run through us when we break something in a game? Why do some players investigate glitches rather than ignore them? Why do they try to avoid playing by the rules? Interesting things emerge from subversive or exploratory playstyles, and in 6 minutes Joon will show you some of his favorites.
Joon is a game designer and grassroots arcade builder from Belgium, living in Copenhagen. With Glitchnap, he is working to bring local multiplayer games to events around the globe, with custom built installations and games. He's built game installations out of IKEA parts, a baby stroller, cardboard refuse and other trash.
SpilBar is a bimonthly event, where everyone in or close to the computer games industry can meet and mingle. The meetings always start with a talk and end with a drink.
SpilBar is initiated by Kristine Ploug from DADIU, and Thomas Vigild from The Danish Game Council (Dansk Spilråd). SpilBar is organized in collaboration with Spilordningen and Interactive Denmark.
SpilBar 20 is Sponsored by Interactive Denmark.
Everybody is welcome and no sign-up needed.