Game/Tech
Innovation
Speaker
Series

Game/Tech Innovation Speaker Series

Welcome to the VSGI Game/Tech Innovation Speaker Series page. We invited Serious Game Design professionals to speak to us about their experiences in the industry.  Below are the recordings of the events.  Use the Index of Past Talks on the left side to quickly view the topics discussed. 

Check back frequently as more speaker events will be added.  If you have any questions, please contact Rizza Villacorte at rvillac2@gmu.edu.

Preparing and Persevering: Getting a Games Industry Job

Nathan Hahn

Getting a job in the games industry requires both preparation and perseverance. In this talk, Nathan will go over his path into the games industry and provide steps you can follow to find your own unique path. There are many elements that make up your game industry job search strategy, and this talk will give you tools you can start with and build on throughout your education and professional experiences

Who is Going to Buy your Game?

Dr. Diane Hickey

Who is Going to Buy your Game? If you can answer that question, you may be able to find ways to fund the game’s development. This talk will provide an overview of the SBIR/STTR grants program, mention other grants such as EPIC’s Megagrants program and Unity’s Grants for Humanity, and finally walk participants through an interactive thought experiment of other sources of funding based on who would buy the game.

Needs of the Games Accessibility Industry

James Bradbury

There is a consensus that games should strive toward inclusivity, and so it is becoming increasingly crucial to inform developers how they can best improve the accessibility of their games. In this lecture, James will talk in detail about the needs of the games accessibility industry, and my journey into it. This will explore the impact of accessible game design, how it expands our audience and what pitfalls we can avoid. This will include a rundown of resources and tools for anyone to make their first steps into the accessibility industry.

Diversity and Representation in the Gaming Industry

Karen Mendoza

The head of global sales at D-BOX Technologies. D-BOX creates hyper-realistic experiences by harnessing the power of movement and sparking the imagination. They partner with the world’s leaders in cinema, video games, virtual reality applications, themed entertainment, and professional simulation, creating a feeling of presence that makes life resonate like never before. She is a respected leader who drives global partnerships and strategic initiatives for the company.

Applying Game Design Skills to Journalism

Ray Soto

An award-winning technologist and co-founder/Studio Art Director at Loric Games.

With over 20 years of experience leading the development of interactive stories in journalism and video games, Ray’s work has been recognized with over 20 awards including the Pulitzer Prize for the multimedia report “The Wall.” His work in VR/AR was recognized when Gannett was named one of Fast Company’s “World’s Most Innovative Companies” in VR/AR in 2019. Ray was also named one of The Drum’s Top 100 Marketers in the World for 2019.

Prior to Ray’s role at Gannett, he served as an Associate Art Director and Outsource Manager at Mythic Entertainment where he was responsible for leading a cross-disciplinary team of artists, designers, and animators.

Using Haptics and Immersive Motion Technologies in Gaming

Robert Desautels

Robert will discuss different types of haptics for video games.  He will also talk about using haptic feedback to further immerse the gamer and some of their best practices.

The Legal and Tax Consequences of Using Real Money in Virtual Online Worlds

Steven Chung

This seminar will discuss the real life tax consequences of allowing players to convert game currencies into real money. First, there will be an overview of the various types of in-game currencies. Next, there will be in-depth case studies of games that allow players to convert in-game currency into real world cash. Then the presenters will cover how federal and state tax laws apply to game currencies. Finally, there will be an open ended discussion about the tax compliance problems developers and players can face as well as possible solutions.

Medication Management in Residential Care

Justin Amoyal

Justin will discuss medication management in residential care, and how technology can help an extremely out-dated and error-prone system.

Explain Like I’m Five: What is the Metaverse?

Tim Cotten

An accessible, detailed introduction to the Metaverse, with answers to common questions and concerns about what it is and when it’ll probably happen. Identifies features, challenges, and the role of technologies like Virtual/Augmented Reality in the overall Metaverse vision. Includes a deep dive into which companies are actively working on Metaverse development and their areas of expertise. The session ends with a brief exploration of the ethical and moral implications of the Metaverse compared to the existing Internet.

Evolving Nature of Game Mechanics

Orin Adcox

Orin Adcox’s thesis project covers select mechanical tropes in games to evaluate their use cases and encourage developers to consider unorthodox methods of design. The project acknowledges the evolving nature of game design and its established best practices but encourages a more conscious application of established design norms. This paper and its associated game serve as a warning against stagnating design. It is meant to turn the gears in the heads of creative designers.

Creating Retro Homebrew Games (NES)

Robbie Dieterich

Robbie Dieterich explains what went into developing and releasing their recent homebrew NES game, FIRE AND RESCUE, as a physical game cartridge, complete with manual and box.

Making Different Styles of Game (positive impact vs. entertainment)

Dan Norton

Dan, founding partner of Filament Games, discusses the similarities and contrasts between design and development of games for positive impact vs games for entertainment. He covers advantages and disadvantages of the field, and clarifies some common misconceptions about the field of serious games.

The Challenges of Creating Games On Your Own Versus at a Game Studio

Bob Bates

To collaborate, or to fly solo? This is a question many artists face. Do you hook up with a team of creators to bring something to life that could not exist without the combined talents of skilled artisans? Or do you work on your own, without having to make compromises to the singular vision that is yours alone? Bob has traveled both roads, and this talk compares the delights of collaboration to the joys of solo work; and the frustrations of studio life to the pitfalls of being independent.

Developer Advocacy

Zachary Powell

Developer advocacy or how I stopped worrying about public speaking and learned to love documentation. A brief look into what it is to be a developer advocate, why advocacy is important and how it might be the career for you!

Augmented Reality in Art

Kaneza Schaal

Co-creator of CARTOGRAPHY and Mason Artist-in-Residence Kaneza Schaal’s interest in technology and the arts has been consistent in her work over the years. When the pandemic hit, she recognized that a new way to engage with live performance was on the horizon. Through a collaboration with the Center for the Arts, Virginia Serious Games Institute, and the Game Design Program, Schaal embarked on a creative journey to integrate augmented reality technology into a new work entitled KLII, which will premiere at The Walker Arts Center in January. In this digital talk, Schaal will discuss the year-plus long process of creation, her thoughts on the future of technology and the arts, and share a bit of where the Augmented Reality piece is now.

Launching Your Own Board Game

Catherine Croft

You’ve created your very own board game – now what? We will discuss the various methods of game publication, including self-publication, crowdfunding, and pitching to national companies. Dr. Croft will draw on her experiences from all of these areas with her company, Catlilli Games, to give advice on best practices for launching your game to a mass market.

Body Ownership in Virtual Reality

Stephanie Kane

Transgender individuals have always been using the digital world to explore their gender identity in a safe way, protected from the various biases and discrimination in the world. By using the brain’s concept of body ownership afforded by virtual reality, with special attention paid to new methods of gender affirming therapy, we can continue to give transgender and gender non-conforming individuals a chance to explore their gender and identity in a safe, non-judgmental, guided way, helping questioning individuals to discover their identity in a more kinesthetic way.

Building Your Own Board Game

Greg Grimsby

Explore the process for making board games; from initial ideation through testing and manufacture. Helpful resources and tools will be discussed as well as the importance of research and building a community of testers. Making board games provides designers and artists many opportunities.

Ask Me Anything: Parents, What Do You Want To Know About Video Games?

James Casey, Sang Nam, and Stephanie Kane

Parents and Caregivers, this is your opportunity to ask about the video games your child is playing (or wants to play). The panel includes parents and gamers and parents of gamers. Let us answer the questions you have or just join us to hear what others are asking.

The Next Phase of Animation Evolution

Matthew Strangio

It is said that art challenges technology, which in turn, inspires the art. See how this continual cycle of evolution has taken animation to new levels in recent years with advances in real-time technology, and where it is likely to go next.

Pitching The Press: How Can I Get My Game In The News?

Chris Kohler

So you’ve released a video game and want to get the press talking about it. Easier said than done, especially if you’re a small studio without a big public relations department to back you up. And even if you do hire a PR firm, there’s no guarantee they can get you any sort of coverage. It’s a massive uphill battle, but how can you set yourself up for success? Chris Kohler, a 24-year veteran of the games media, will discuss the do’s and don’ts of approaching the press with a pitch, and answer your questions about how the process works.

The Challenges of Running Your Own Game Studio

Derek Brinkmann

The process of forming your own studio and launching a commercial product is much more complex than it appears on the surface. In this talk Derek Brinkmann, the CEO of Citadel Studios, discusses what it takes to make this a successful endeavor as well as pitfalls and common mistakes to avoid.

The State of Games During COVID-19

Professor Sang Nam, Professor Rob Dieterich, and Kayla Harris

The pandemic has brought the world to a standstill as numerous countries have implemented quarantine and social distancing measures to mitigate infection. Citizens in the public and private sectors, including hardware and software companies, around the world have also stepped in to aid in the fight to bring an end to the pandemic. This panel discussion will communicate how the computer game industry has responded to, and grown during the COVID-19 pandemic. Moreover, attendees will gain new perspectives and knowledge about serious games and how they have helped businesses, governments and educational institutions better respond to the pandemic.

How AI Can Make Us All Look Smarter: The Role of Artificial Intelligence in Teaching & Learning in the Age of COVID-19

Dr. Scott Martin and James Casey

Unfortunately today, the online-only learner rarely has true support vehicles available outside of student-teacher question-and-answer sessions conducted via the rare one-on-one video call, or through an asynchronous chat channel, or at worse, via email exchanges with someone at a counseling or advising center. This webinar, part of the Arlington Forward Series, offered examples of how Computer Intelligence and Games can both provide personalized online support services and improve learner motivation and engagement.

Serious Games in Personalized Learning

James Casey and Stephanie Kane

At this event, Stephanie and James discussed their research into how serious games can affect education and improve learning. These topics will be used as chapters in the upcoming book ’Serious Games in Personalized Learning’ by Routledge Press. The co-authors discussed entertainment games, serious games, education, and the process of research and writing a book.

What Makes a Great Team Member?

Judith Corona

Alumna Judith Corona returned to Mason to talk about her experiences working at Bethesda Softworks. She also advised students on what makes a great team member!

How to Succeed in Your First Game Job

Kayla Harris

Alumna and award winning game designer Kayla Harris talks with students about her experiences with Big Huge Games, and advises students on how to set yourself apart from the competition when it comes to hiring.

A Masterclass in Audio (excerpts)

Thomas Dolby

Thomas Dolby, VSGI Pioneer in Residence, gave a lecture and Masterclass at George Mason University on February 24th! Mr. Dolby is an English musician, producer, entrepreneur, and teacher. He came to prominence in the 1980s, releasing hit singles including “She Blinded me with Science” (1982) and “Hyperactive!” (1984). He also worked in production and as a session musician. In the 1990s, he founded a Silicon Valley sound technology company, Beatnik, whose technology was even used to create the Nokia tune.

Nascent Technologies in Game Design

Nolan Bushnell

Nolan Bushnell visited the College of Visual and Performing Arts at George Mason University on February 9th, 2017. During his visit, he discussed several trends in game design along with nascent technologies like virtual reality and an added bit of humor.

The Legal and Tax Consequences of Using Real Money in Virtual Online Worlds

Steven Chung

This seminar will discuss the real life tax consequences of allowing players to convert game currencies into real money. First, there will be an overview of the various types of in-game currencies. Next, there will be in-depth case studies of games that allow players to convert in-game currency into real world cash. Then the presenters will cover how federal and state tax laws apply to game currencies. Finally, there will be an open ended discussion about the tax compliance problems developers and players can face as well as possible solutions.

Medication Management in Residential Care

Justin Amoyal

Justin will discuss medication management in residential care, and how technology can help an extremely out-dated and error-prone system.

Explain Like I’m Five: What is the Metaverse?

Tim Cotten

An accessible, detailed introduction to the Metaverse, with answers to common questions and concerns about what it is and when it’ll probably happen. Identifies features, challenges, and the role of technologies like Virtual/Augmented Reality in the overall Metaverse vision. Includes a deep dive into which companies are actively working on Metaverse development and their areas of expertise. The session ends with a brief exploration of the ethical and moral implications of the Metaverse compared to the existing Internet.

Evolving Nature of Game Mechanics

Orin Adcox

Orin Adcox’s thesis project covers select mechanical tropes in games to evaluate their use cases and encourage developers to consider unorthodox methods of design. The project acknowledges the evolving nature of game design and its established best practices but encourages a more conscious application of established design norms. This paper and its associated game serve as a warning against stagnating design. It is meant to turn the gears in the heads of creative designers.

Creating Retro Homebrew Games (NES)

Robbie Dieterich

Robbie Dieterich explains what went into developing and releasing their recent homebrew NES game, FIRE AND RESCUE, as a physical game cartridge, complete with manual and box.

Making Different Styles of Game (positive impact vs. entertainment)

Dan Norton

Dan, founding partner of Filament Games, discusses the similarities and contrasts between design and development of games for positive impact vs games for entertainment. He covers advantages and disadvantages of the field, and clarifies some common misconceptions about the field of serious games.

The Challenges of Creating Games On Your Own Versus at a Game Studio

Bob Bates

To collaborate, or to fly solo? This is a question many artists face. Do you hook up with a team of creators to bring something to life that could not exist without the combined talents of skilled artisans? Or do you work on your own, without having to make compromises to the singular vision that is yours alone? Bob has traveled both roads, and this talk compares the delights of collaboration to the joys of solo work; and the frustrations of studio life to the pitfalls of being independent.

Developer Advocacy

Zachary Powell

Developer advocacy or how I stopped worrying about public speaking and learned to love documentation. A brief look into what it is to be a developer advocate, why advocacy is important and how it might be the career for you!

Augmented Reality in Art

Kaneza Schaal

Co-creator of CARTOGRAPHY and Mason Artist-in-Residence Kaneza Schaal’s interest in technology and the arts has been consistent in her work over the years. When the pandemic hit, she recognized that a new way to engage with live performance was on the horizon. Through a collaboration with the Center for the Arts, Virginia Serious Games Institute, and the Game Design Program, Schaal embarked on a creative journey to integrate augmented reality technology into a new work entitled KLII, which will premiere at The Walker Arts Center in January. In this digital talk, Schaal will discuss the year-plus long process of creation, her thoughts on the future of technology and the arts, and share a bit of where the Augmented Reality piece is now.

Launching Your Own Board Game

Catherine Croft

You’ve created your very own board game – now what? We will discuss the various methods of game publication, including self-publication, crowdfunding, and pitching to national companies. Dr. Croft will draw on her experiences from all of these areas with her company, Catlilli Games, to give advice on best practices for launching your game to a mass market.

Body Ownership in Virtual Reality

Stephanie Kane

Transgender individuals have always been using the digital world to explore their gender identity in a safe way, protected from the various biases and discrimination in the world. By using the brain’s concept of body ownership afforded by virtual reality, with special attention paid to new methods of gender affirming therapy, we can continue to give transgender and gender non-conforming individuals a chance to explore their gender and identity in a safe, non-judgmental, guided way, helping questioning individuals to discover their identity in a more kinesthetic way.

Building Your Own Board Game

Greg Grimsby

Explore the process for making board games; from initial ideation through testing and manufacture. Helpful resources and tools will be discussed as well as the importance of research and building a community of testers. Making board games provides designers and artists many opportunities.

Ask Me Anything: Parents, What Do You Want To Know About Video Games?

James Casey, Sang Nam, and Stephanie Kane

Parents and Caregivers, this is your opportunity to ask about the video games your child is playing (or wants to play). The panel includes parents and gamers and parents of gamers. Let us answer the questions you have or just join us to hear what others are asking.

The Next Phase of Animation Evolution

Matthew Strangio

It is said that art challenges technology, which in turn, inspires the art. See how this continual cycle of evolution has taken animation to new levels in recent years with advances in real-time technology, and where it is likely to go next.

Pitching The Press: How Can I Get My Game In The News?

Chris Kohler

So you’ve released a video game and want to get the press talking about it. Easier said than done, especially if you’re a small studio without a big public relations department to back you up. And even if you do hire a PR firm, there’s no guarantee they can get you any sort of coverage. It’s a massive uphill battle, but how can you set yourself up for success? Chris Kohler, a 24-year veteran of the games media, will discuss the do’s and don’ts of approaching the press with a pitch, and answer your questions about how the process works.

The Challenges of Running Your Own Game Studio

Derek Brinkmann

The process of forming your own studio and launching a commercial product is much more complex than it appears on the surface. In this talk Derek Brinkmann, the CEO of Citadel Studios, discusses what it takes to make this a successful endeavor as well as pitfalls and common mistakes to avoid.

The State of Games During COVID-19

Professor Sang Nam, Professor Rob Dieterich, and Kayla Harris

The pandemic has brought the world to a standstill as numerous countries have implemented quarantine and social distancing measures to mitigate infection. Citizens in the public and private sectors, including hardware and software companies, around the world have also stepped in to aid in the fight to bring an end to the pandemic. This panel discussion will communicate how the computer game industry has responded to, and grown during the COVID-19 pandemic. Moreover, attendees will gain new perspectives and knowledge about serious games and how they have helped businesses, governments and educational institutions better respond to the pandemic.

How AI Can Make Us All Look Smarter: The Role of Artificial Intelligence in Teaching & Learning in the Age of COVID-19

Dr. Scott Martin and James Casey

Unfortunately today, the online-only learner rarely has true support vehicles available outside of student-teacher question-and-answer sessions conducted via the rare one-on-one video call, or through an asynchronous chat channel, or at worse, via email exchanges with someone at a counseling or advising center. This webinar, part of the Arlington Forward Series, offered examples of how Computer Intelligence and Games can both provide personalized online support services and improve learner motivation and engagement.

Serious Games in Personalized Learning

James Casey and Stephanie Kane

At this event, Stephanie and James discussed their research into how serious games can affect education and improve learning. These topics will be used as chapters in the upcoming book ’Serious Games in Personalized Learning’ by Routledge Press. The co-authors discussed entertainment games, serious games, education, and the process of research and writing a book.

What Makes a Great Team Member?

Judith Corona

Alumna Judith Corona returned to Mason to talk about her experiences working at Bethesda Softworks. She also advised students on what makes a great team member!

How to Succeed in Your First Game Job

Kayla Harris

Alumna and award winning game designer Kayla Harris talks with students about her experiences with Big Huge Games, and advises students on how to set yourself apart from the competition when it comes to hiring.

A Masterclass in Audio (excerpts)

Thomas Dolby

Thomas Dolby, VSGI Pioneer in Residence, gave a lecture and Masterclass at George Mason University on February 24th! Mr. Dolby is an English musician, producer, entrepreneur, and teacher. He came to prominence in the 1980s, releasing hit singles including “She Blinded me with Science” (1982) and “Hyperactive!” (1984). He also worked in production and as a session musician. In the 1990s, he founded a Silicon Valley sound technology company, Beatnik, whose technology was even used to create the Nokia tune.

Nascent Technologies in Game Design

Nolan Bushnell

Nolan Bushnell visited the College of Visual and Performing Arts at George Mason University on February 9th, 2017. During his visit, he discussed several trends in game design along with nascent technologies like virtual reality and an added bit of humor.

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