Holiday Charity

In the spirit of the holiday season, Chicago Industry Night and IGDA Chicago will be collecting donations for the Children’s Memorial Hospital at the Chicago Game Dev Holiday Mixer!

Attendees may contribute donations of cash or non-violent toys and games at the event (e.g. Play-doh, Story Cubes, Simon, Little Big Planet.) All gift items must be new and unwrapped.

Additional details and suggestions are available on the Wish List page of the Children’s Memorial Hospital.

We’re excited to bring everyone together for some good-spirited holiday cheer this month and it will be amazingly awesome to extend our collective good will back into the community!


IGDA Chicago Jobs Board

After some deliberation on how to best go about it, I’ve finally finished building the IGDA Chicago job board. If you’re a Chicago games company and have any current job openings, please take the time to visit the site and post them up; it should only take about 2 minutes total.

Also, the job board is in its infancy, so please let me know if you have any suggestions on how to make it better.


2 – 2 – 2

Hi All,

Another update as we work to help all those looking for work this time of year in a 2-2-2 fashion:

2 Recruiters:

I contacted several of my recruiting friends and colleagues and we’ve already gotten some responses. Besides Carrie from EA, Mary-Margaret Network and Liquid Red Recruiting have stepped up to try and help those who are affected.

Mary-Margaret Network: Your best bet is to send an email (with your resume preferably) jobs@mary-margaret.com as well as check their current job board for current openings at www.mary-margaret.com. Per Mary-Margaret: “The hardest question is always going to be, “are you willing to relocate.”  It’s not mandatory but it sure does widen the options!”

Liquid Red Recruiting: One of the founders, Norma Crippen, said you can reach out to her directly at norma@liquidredrecruiting.com.

For both of them tell them Sheri Rubin sent you!

2 Articles:

There was two articles that came up recently that you may benefit from if you’re job seeking that I wanted to pass along.

HBR: Harvard Business Review recently posted the article Job Seekers: Get HR on Your Side that talks about how to make HR your friend and get past initial screenings.

Lifehacker: The ever useful lifehacker posted an article on How to Make (and Sustain) a Good First Impression Every Time which included tips on how to present yourself for both job interviews as well as networking opportunities like our Chicago Game Dev Holiday Mixer.

2 More Forums:

Besides this website I also wanted to remind you that a lot of help is being offered and we also post each time we update here to the IGDA Chicago Facebook Group and IGDA Chicago Twitter – so come join us there and get involved!

Stay awesome!
Sheri

Helping those affected at Day 1 and elsewhere

Hi IGDA Chicago,

As you may have seen in the gaming news Day 1 recently had to lay off a significant portion of one team. In addition to that I’m sure there are plenty of others who have been affected by prior layoffs or are just looking in general. Please keep an eye out on this website for information regarding some of the activities we here are doing to help those affected at Day 1 and elsewhere.

Also, please make sure you join our IGDA Chicago Facebook group  and follow us on Twitter (@IGDAChicago) to keep up on the latest events we’re holding as well as what the community is doing to help out. (Christian Arca from Toy Studio kicked things off with an offer from Toy Studio that was way cool – see the FB group for details.)

Also hoping to keep this party rocking is  former IGDA Chicago coordinator and all-around sweetheart Carrie Fowler who is stepping up as part of Global Talent Acquisition at EA. She says they have over 1,000 jobs available worldwide. Just email her at cfowler@ea.com and she’ll work with her team to get you going and in touch with any EA studio you’re interested in. Just tell her IGDA Chicago/Sheri Rubin sent you!

I hope to have more updates for you all soon so keep your eyes posted here and in our FB and Twitter feeds for more!

Stay awesome!
Sheri
(Co-organizer of IGDA Chicago)

Call for November Venues

IGDA Chicago is pleased to announce that Ian Schreiber (game designer, professor, speaker, author, and all around talented individual,) has offered to give two guest lectures in Chicago this month: one for students and one for professionals!

However, November has proven to be a rather tricky month and we’re looking for help from our local community! Do you have an awesome space that you’d love to show off with an IGDA Chicago event? Please contact us at info@www.igdachicago.com!

Student Event Details

Target Time: 7:30pm November 26th, 2011

This talk will detail the darker side of the game industry, including topics such as unpaid overtime and diversity, which are important issues for students entering the field to be aware of.

Professional Event Details

Target Time: 7:30pm November 28th, 2011

This talk will cover exit strategies for persistent games (such as MMOs, social games.. anything with an active player community.) It’s important to decide ahead of time how things will play out if your game or company needs to shut down. Various case studies will be detailed.

 

Questions about these events? Interested in holding future events? We’d love to hear from you: info@www.igdachicago.com!


IGDA Chicago Board Elections!

With the successful reboot and re-launch of the IGDA’s Chicago chapter well underway, it is time for us to begin the process of electing the IGDA Chicago Board of Directors who will supervise the business, property and affairs of the chapter. Each of these individuals will give their time and energy to move the chapter forward in the direction they feel most represents the will of the membership and the good of the chapter. This process is a key step in proceeding with the official chartering of the Chicago chapter under the IGDA banner.

At this time we would like to open the floor to nominations for seats on the Board.  Please consider your recommendations carefully, since the Directors of the organization are representative of you as the membership.

If you are nominating yourself, please send a short candidate statement to info@www.igdachicago.com that we can post for the membership to help them vote. If you are nominating someone else, please be sure to include complete contact information for the person.

There are only two requirements to be on the Board: You must be a paid member of the IGDA currently and you must able to commit to attending the board meetings and IGDA Chicago meetings with some regularity (details will be discussed with board members after elections).

Nominations will be accepted until 11:59 PM central time on November 22nd, 2011. After nominations close, we will be sending additional information about the candidates and voting process.

If you are interested in getting involved but don’t have enough time to serve in a Board capacity, please consider signing on as a volunteer. Please email info@igdachicago.orgif interested. Building a strong chapter takes many hands, so get involved!

Best Regards,

The IGDA Chicago Chapter Reboot Team

 

Chicago Game Jam Starts Tomorrow!


The Chicago Game Jam starts tomorrow!!!  We have a little over 40 people signed up to participate, and I’m excited to see every one of you!  I’m also pleased to announce that keynote speaker Eugene Jarvis (of Defender fame) will be in attendance tomorrow, dropping sagely wisdom and whatnot down on all attendees.

For a final schedule, please visit the schedule page of our site.

See you tomorrow!


Summary of I Made a Game: Now What?

I Made a Game: Now What? was an extremely educational panel organized by IGDA Chicago with the intent of covering topics under the umbrella of self-publishing and starting up a game studio. The roster included panelists John Murphy and Kevin Geisler (Young Horses,) Craig Stern (Sinister Design,) George Hufnagl (My Escape,) Jay Margalus (Lunar Giant,) and Kyle Hanson (Hanson Law Group) with moderator Heather Decker-Davis (IGDA Chicago).

Discussion Points

Should I self-publish?

One of the first points brought up was that a self-assessment of the team is in order. Before deciding to self-publish, you really need to establish what exactly your product is, who the target audience is, and details about the budget. The second point was about risks, which are inevitable in any sort of business venture. Be sure to evaluate the risks versus reward and try to strike a sensible balance.

Self-publishing certainly offers you more freedom as a developer. With outlets like Kickstarter mentioned frequently, there was overall a great deal of encouragement from the panel to consider self-publishing your game. A published game is certainly a good point on a resume, among other benefits.

What are some of the most effective ways to sell a game online?

Kickstarter was immediately brought up again, followed by Steam. Steam was touted as great, but developers often have to build a bit of a reputation before they will be accepted on the platform. There was also mention of Steam being more profitable for indie developers than XNA is right now. Steam is great, if your product is on PC or you can port it.

Another way to get started with selling products online is to begin giving something away. This acts as a proof of concept and gets people excited about what you have to offer.

Are there some fundamental ways that starting a game studio differs from starting a typical business?

It is extremely different to sell a software product than it is to vend other types of tangible goods. The example initially given was creating computer hardware. A manufacturer could take the revenue from units sold and use it to build even more units and this grows their business in a very straightforward, quantifiable manner. In the case of software, you often need to start out giving the product away. It’s not a physical good, so value is communicated quite differently.

There was also a lot of interest in the different types of businesses the panelists were involved with and how to decide what type of business to register. The general encouragement was to discuss important choices, such as the type of business to register, with an attorney.

What are some common pitfalls to watch out for when starting up a studio?

There are, of course, countless potential pitfalls. Be sure to have goals set for what you’re trying to accomplish. The up-front costs are definitely not all you should be expecting.

Above all, rely on solid contracts, not simply good relationships you have with people. You should always have detailed contracts for any business partners and contractors. Have everything in writing.

What’s a good way for a newly started studio to begin building a positive reputation?

Build nice relationships with game journalists (the good ones.) Send emails to game blogs, etc. You don’t need to outright pitch the game right away. Instead of “slinging PR kits,” get to know people and be personal.

There was mention of getting yourself out there, using arenas like Touch Arcade and being active in forums. However, you can’t just say “Hey, I have a game” if no one knows who you are. Get involved in other ways to start with.

Additionally, be careful what you say in public spaces. You are representing your company and product. Along those same lines, it also isn’t a bad idea to Google yourself and your company from time to time to see what comes up.

Get involved with competitions like IGF, Indiecade, etc.

How do you incorporate profit-sharing amongst the developer and contributing parties?

Have everything in writing. The importance of contracts was again revisited. Make sure all details are established clearly before getting involved, details like hours, profit split, experience, etc. Being happy with your business partner is key to successfully running a business.

Most people don’t enjoy contracts or even find them uncomfortable, but you need to have them.

What business models do players seem the most receptive to right now?

People still love free things, so anything given away tends to have a positive effect on customers. There was also mention of Valve’s current business model, in which there are various layers to monetization. People aren’t as comfortable with huge purchases anymore. Microtransactions are a good solution in multiplayer games. Download content (DLC) is also a nice business model because it allows developers to offer new content to loyal players while continuing to build new interest about their product.

Freemium (free-to-play with purchase options for premium content) is also a viable model right now, but it’s not right for all types of games.

Different forms of in-game advertising are also emerging. The panel repeatedly mentioned local company Tap.Me, which specializes in seamless in-game advertising.

How can developers advertise without necessarily having strong connections?

Developers should definitely work on networking and having connections in general, but can also turn to friends and family to start spreading the word. Youtube is also an excellent way to increase awareness of your game. Specific case: user-made videos of Octodad play-throughs earned significantly more hits than the official trailer for the game. Youtube can be very powerful for PR.

Run a blog and put out updates about your game. Keep a list of places you should send press releases. Join other developers to release bundles of games.

What kind of web presence do developers need for their products?

Optimally, you want as large a web footprint as possible. Utilize social networking (LinkedIn, Twitter, Facebook, Youtube, etc.) Schedule long-term press items like weekly editorials or web comics. Utilize the talents of your team! Your team members can author articles and blog posts on game design or development. This drives traffic to the game site and communicates your team’s mastery of the craft. Additionally, partner up with your fellow developers to cross-promote each other’s products.

Game reviews are helpful if you can get them.

What are some of your preferred tools for bug tracking?

Some tools mentioned included Mantis and Github. There was also some discussion of how YouTube actually aids QA now, since people post play-through videos or bugs. Often developers find narrated accounts of players experiencing bugs this way.

How much work goes into supporting a game after launch?

Most software products need constant support to continue to thrive. For example, iPhone apps need regular updates.

There are two main business models to keep in mind. Either you create a product that you support for the long-term, or you make smaller “throw away” games and use feedback from those to forge something greater you can get behind.

One important thing mentioned was that you need to be receptive to bug reports and complaints to keep your customers happy. Sometimes forums are great places to find details about bugs or locate complains, which you can work to resolve.

How can I build a community around my game?

Be sure to have forums your community can interact within. You can also release free games to kindle a community. Once you have an audience, you can later start to charge for games or content. Flash portals can also help you gain exposure. Starting a wiki for your game gets players directly involved with filling in the content, which in turn, helps other players.

How do I make sure nobody steals my game idea, my code, or my game’s clever names? (i.e. how do I protect my intellectual property?)

The first mention was Google alerts and how setting them up can keep you aware of possible IP situations. However, this only works if the same name/title is being used. Additionally, if customers complain about your game on a forum, it may reveal knock-off versions of the game people are stumbling upon. Look for odd/pirate versions of your builds or bugs reported that no longer exist in the current build.

When you end up with an IP infringement, you’ll want to draft a cease and desist letter. Since no one really likes being sued, this is generally a good solution.

Overall, you have a choice in how your IP is used. YouTube videos are technically infringement, but since they’re often beneficial for PR, they’re often left alone. It’s ultimately your decision which instances of possible infringement to address.

Alternatively, having perks like achievements often discourages players from wrongfully obtaining your game. With Steam, they can’t have achievements for a game they didn’t purchase!

Another mention was releasing games you’re freely giving away as torrents so people can still feel like they’re being sneaky in obtaining it.

 

Q&A

What conferences do you go to?

GDC and IGF coincide, Flash Summit, Casual Connect, SXSW, Burning Man, etc.

How do you handle contracts?

Overall, consult an attorney. There are also example contracts on the IGDA site and other resources available.

Is there an optimal approach to self publishing and is it possible to be over ambitious?

It is definitely possible to be over-ambitious. Watch the scope. It was advised to focus on releasing to one platform to start with. PC is often a good starting place, as it may be easier to port to other platforms. Don’t start immediately with Xbox Live.

What types of businesses do you have?

There were various answers, including sole proprietor, S CORP, and LLC. It ultimately depends on taxes and your business details.

DLC: have you considered the “season pass” model?  

(“Season pass” is essentially a subscription sort of purchase in which the user is able to download specific DLC packs during a set time period they have paid for.)

As far as adopting the model goes, it depends on the scale of the game and frequency that material is intended to be released. Deep down, “season pass” is sort of an extended bundle of content.

How about a “pay what you want” model?

Kickstarter was most preferred here. Games that aren’t made yet can offer presale specials, beta keys, etc. Just be careful that you can deliver what you promise!

How is bundling handled (such as Humble Indie Bundle, etc.)?

There should be a contract with clear terms for all participants. Use an e-commerce service to take payments (examples given were FastSpring and PayPal.) Don’t store customer’s personal data on your server. Use a secure service so you can concentrate on doing what you do best: making games.

How does the hardcore audience transfer to mobile?

Find success with your first audience and branch out from there. Look at the type of game you have. Does it naturally lend itself to mobile or touch devices? What is the complexity of the game and time-commitment required for each play?

You may view your game as an extension of the company’s personality or an extension of yourself.

What’s the viability of in-game advertising?

It’s more memorable than a billboard. Some different options include Flash ads, CPMStar, Mochi Ads, Tap.me.

Games themselves can also be advertising (examples like Cool Spot or M.C. Kids.)

What about sponsorship?

Sites like FlashGameLicense connection developers and sponsors. Different types of sponsorship come with different types of licensing or terms. There are types that have more restrictions such as exclusive or buyout. Be cautious of buyout agreements.

There is an article about the sponsorship process for SteamBirds on Gamasutra.

What mistakes helped you learn the most?

Not setting schedules. Be sure to set schedules, constantly iterate, and stay on task.

Creative direction: there should be a single visionary directing the project.

What about donations as a revenue stream?

Tarn Adams with Dwarf Fortress is the exception to the rule, but it generally doesn’t work.

Alternatively, give something tangible with donations, like a t-shirt. The person donating feels like they’re getting something more.

How can I accomplish backend things like logins and carts without a programmer?

Look for a service that handles that sort of thing (PayPal, Google Checkout, etc.)

Mobile: iPhone or Android?

Android recently exploded and seems to have a larger user base. However, there is a variety of hardware on the Android side, while Apple is pretty much locked into fewer specific device specs.

Think of porting up front and design for easy porting between devices. Things like Flash and Unity can help this process.

What makes you want to continue to be indie? When will you start to make games your audience wants?

Find the audience who likes the games you want to make. There are plenty of niches out there, so you get to make the games that big companies will not tackle.

Some say they like to be indie because they feel they can do a better job and don’t want outside forces affecting their decision-making process. There is also a certain level of pride in working with your own team, the people you like to work with.

Closing comments included putting yourself in the frame of mind that you are a business. You’ll learn a lot from the hard lessons. Set goals. Five of the top twenty-five app store games are made by indie companies. Examine them. Make smart decisions. Be aware that business changes all of the time and be ready to adapt.

(Full video coverage for both IGDA Chicago panels is currently in production.)

Panelists Announced!

IGDA Chicago is proud to announce the panelists of the upcoming panel, “I Made a Game: Now What?” The panel is centered around business and self-publishing in the game industry and will be taking place tomorrow at Columbia College!

Panelists

  • John Murphy (Young Horses)

  • Kevin Geisler (Young Horses)

  • Craig Stern (Sinister Design)

  • George Hufnagl (My Escape)

  • Jay Margalus (Lunar Giant)

  • Kyle Hanson (Hanson Law Group)

Check it out on Meetup!

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Panel Topic Suggestions

IGDA Chicago invites you to give us your input for the upcoming panel on business and self-publishing!

I Made a Game: Now What?

A Panel on Business and Self-Publishing in the Game Industry

Topics including: starting your own game development studio, self-publishing techniques, marketing, business-specific endeavors, etc.

RSVP on the Meetup page!


Summary of the Panel on Chicago Game Development

The Panel on Chicago Game Development was a wonderfully informative event organized by IGDA Chicago, moderated by David Wolinsky, and featuring panelists with a wonderful spectrum of viewpoints and industry experience. Panelists included Jared Steffes, Christian Arca, Mike Bilder, and Ryan Wiemeyer.

Discussion Points

What would you say is unique about developing games in Chicago?

From multiple panelists, the response was that Chicago has a ‘neighborhood feel.’ There was discussion about the unique sense of community in Chicago, camaraderie among Chicago developers, and that people are genuine.

Is there any critical advice you’d give developers who have an interest in starting up their own studios here in Chicago?

One point brought up was that it doesn’t take much anymore. Due to the fact that developers can now self-publish, game development is a sort of ‘indie’s paradise’ these days.

In Chicago in particular, rise of colleges with game development programs means it’s now easier for studios to recruit local talent.

Additionally, it was stated that “the barrier to entry is lower.” For instance, developers can gain funding using Kickstarter or 8-bit Funding.

An important bit of advice given was “don’t do it all yourself.” There are many talented people out there who would love to make games with you. Pool your strengths!

How might studios get more involved with schools, in the interest of improving the local pool of talent?

The first point addressed was that schools often reach out to developers. After all, instructors are always interested in showcasing their most talented students.

Game development is also an interesting and dynamic field. Technology changes so fast that the curriculum often has a hard time keeping up.

Internships are very competitive. Students need to stand out, interact with developers, and convey a passion and love for game development.

Overall advice to students included ‘show your game!’ The general consensus was that a completed game project is more highly regarded than a resume. If your game is good, it will find its way to the right person in the company. Additionally, the panelists suggested becoming friends on Facebook so they can see what you’re up to. “Your reputation precedes you.” Don’t hesitate to make friends with people in the industry, get to know developers, and be friendly. All of these factors boost your chances of getting a job.

Panelists also talked about TestFlight, an app that allows beta testing on the fly. Essentially, anything you can leverage to easily share your game with others is very useful to your efforts.

Other tips included making use of any of the plentiful resources now available to aspiring developers: actively consult forums and seek feedback.

What types of things do AAA and indie companies look for in the resumes or experience of potential employment candidates? Do you have any tips for candidates hoping to get their foot in the door?

A very big point reiterated was that the cover letter is huge. This is your first impression and a chance to differentiate yourself from other candidates. Tailor all of your materials to the occasion. Cover letters, in particular, should be tailored to the studio and show that you’re a good fit there.

Another piece of advice given was not to apply for every position. Find what you’re good at and suit yourself to a particular role. It was also warned not to apply to every studio in the area. Studios want you to be a good fit. Hiring you on means you become family.

You can get to know the studio environment via twitter, by following the studio itself or employees. It was encouraged to check if you’d be a good fit at the studio. Twitter is also a fast and easy way to communicate with developers.

Don’t cc other employers in your emails to a studio.

What advice would you give developers in regard to getting noticed here in Chicago and how to best position themselves for success.

(For individuals)

Be unique.

Studios have personas and candidates need to fit.

(For studios)

Advertise your studio. There was a lot of mention of swag, sharing swag, and wearing swag. Branding is highly important. Cross promote each other and be proactive.

There was also some etiquette mentioned: don’t solicit personal contact information for new contacts from your contacts. A specific case was detailed, in which a newly met contact asked for a specific high profile email address.

 

Audience Q&A

Arcade Cabinet?

The first question was actually a bit of discussion about the Indie City Games arcade cabinet that members of the group have been building this year. The intention is for the cabinet to house local indie games and travel to various locations.

IP laws, fighting for tax breaks, benefits for entertainment and game studios?

There was mention of efforts being made to bring benefits to local developers, such as tax breaks.

Yetizen was brought up.

It was touched on that, at the moment, games are getting venture capital and funding opportunities.

Engineer of several platforms: how to get in?

It was recommended that engineers make a game of some sort without art.

Pick up cocos or JavaScript, as iOS is hot right now.

The barrier to entry is low. Platforms aren’t as costly now. Open source is available to you.

Solid development experience is valued.

You can be an expert of middleware. Many companies use middleware now.

Engineering is like a trade skill, compared to art and sound (who will need to prove their skill through showing their work in a game.)

When starting a company, wearing many hats is good. When joining a company, choose a focus or role.

Portfolio?

“Game is king.” Point out products you’ve been involved in the creation of.

For demo reels, one comment was “don’t put death metal rock on your demo reel.” You want to make it inviting. In fact, don’t put an emphasis on sound. One panelist flat out said, “I don’t care about sound” in reference to a character modeling demo reel. You should focus and point out what you want to do. It should be clear what the employer is evaluating when they watch your reel.

For web sites, make them clear and make it easy for employers to find exactly what they’re looking for.

One panelist also had an idea about fan art. Show them what their game would look like if you did it.

Tailor your results. If you’re applying for a company that works on consoles, work within the limitations of the console. On that same note, show relevant work. Work shown to a company should somehow relate to what they do, fit with the company. Artists should demonstrate that they understand technical constraints.

Strive to do what you’re passionate about.

How do you build the right community for your game?

Go where your players are. Are you finding them? Are there avenues that they can use to find you?

It doesn’t cost a lot to get PR going. Put yourself out there.

How do I start making games?

The immediate answer was Game Salad. Overall, the basic tools are out there. Aside from free versions, there are trial licenses and middleware.

Play games. Find out what you like.

Make analog games. They are very cheap to produce.

Get involved with modding communities or reverse engineer open source games you like.

Where do you get funding?

Local funding is hard.

Money will come from your fan base. You may be able to get presales on a game.

You can try friends/family/allies who like your game, go for traditional venture capital, investors, etc. For these, you’ll need to show that you have traction. Offer something unique.

“Chicago is going to be awesome!” However, not all money is going to come from Chicago. If you’re willing to search, funding is out there. Sell yourself, your product, your idea. Have something good.

Engineers: master versus generalist

You can stand out by being better than everyone else. Companies always need leads.

Studios hire programmers – not specific platforms, generally.

Self-publishing creates opportunity everywhere. There are tons of opportunities out there. Digital distribution will change pricing and business models. You can now have multiple revenue streams (like Steam, Apple App Store, direct2drive, etc.) This allows you to be agile and adapt to your customer base.

Games are a mature medium.

Games are art. Games have revolutionized. “It’s a fantastic time!”

How to avoid getting stuck doing something you excel at rather than your passion?

If you’re passionate, you’ll get in. If you go to a place where the culture is open, with democratic decisions, you will move into the position. A good studio gives everyone a chance to execute their passion.

It’s powerful to be around other developers. Learn to learn from each other.

How can I find local artists?

Get involved with web sites out there, tap your professional networks, use resources like Gamasutra or craigslist, go to art shows, talk to teachers.

For artists, sometimes studios will start you out with a contract. This may lead to hiring.

(The full dialog of the panel will be released in an upcoming video of the event.)


Chicago, Rebuilding with Pizza

So welcome to Chicago. About four years ago, one of the largest game development houses in our city closed shop, and after that, another followed suit (the former being EA Chicago, the latter Midway Games). A lot of people were laid off, and the Chicago games development community suffered because of it. A few local studios were founded in the aftermath, and this is where the current story of the Chicago games industry begins to pick up.

Read more here.


Panelists and Panel Moderator Announced!

Check it on Meetup!

We’re happy to announce our panelists and panel moderator for our upcoming event on “Chicago Game Development.”

Panelist Moderator:

David Wolinsky (writer for Nintendo Power, The Onion A.V. Club, 1UP.com, PC Gamer, GameSpy, and more)

Panelists:

Jared Steffes (TapMe Games)

Christian Arca (Toy Studio)

Mike Bilder (Jellyvision Games)

Ryan Wiemeyer (Wideload Games)

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Panel on Chicago Game Development

What’s it like working in games in Chicago? What’s the Chicago game development community like? How hard is it to get a job in games dev in Chicago these days? These questions and more at our next event!

More details to come soon on speakers.