
Ah, it crept up on me, so let me remind everyone that Roguelike Celebration begins today, although until tomorrow it just means they’re opening their social space for awhile. Nicole Carpenter at Polygon wrote a short piece about this year’s conference.
There is an admittance fee, but if you can’t afford it you can also get a free pass! Please consider paying them if you are able though, they do a lot of work every year in putting it together.
Here is the official schedule (linked), below is it presented just as a list of talks, with sparkle emojis
around the things that personally enthuse me.
Just because!
Times given are US Pacific/Eastern. If you think the short times between starts are indicative of short talks, most of them aren’t that short, they have two tracks going on beside each other:
SATURDAY
9:30 AM/12:30 PM: Arron A. Reed, Klingons, Hobbits, and the Oregon Trail: Procedural Generation in the First Decade of Text Games
10:00 AM/ 1 PM: Nic Tringali, Abstract Space Exploration
in The Banished Vault
10:30 AM/ 1:30 PM: Linas Gabrielaitis, Fictions of Infinity in Geological Finitudes
10:45 AM/1:45 PM: Ludipe, Exploring Pacifist
Roguelikes
11:30 AM/2:30 PM: Florence Smith Nicholls, Another Stupid Date: Love Island as a Roguelike
11:45 AM/2:45 PM Kes, Hunting the Asphynx: Roguelikes, Provenance
, and You
Noon/3 PM: Mike Cook, Generating Procedures: Rule and System Generation
for Roguelikes
1:30 PM/4:30 PM: Scott Burger, The Data Science
of Roguelikes
2 PM/5 PM: Nat Alison, In Defense of Hand-Crafted Sudoku
3 PM/6 PM: Eric Billingsley, Scoped-down design: Making a Tiny Roguelike
3:30 PM/6:30 PM: Elliot Trinidad, Touching Grass & Taking Names: Tuning the Blaseball
Name Generator
4:30 PM/7:30 PM: Paul Hembree, Audible Geometry: Coordinate Systems as a Resource for Music Generation
5 PM/8 PM: Jurie Horneman, Why Dynamic Content Selection
Is Hard
SUNDAY
9:30 AM/12:30 PM: Mark Johnson, Generating Riddles
for a Generated World
10 AM/1 PM: Jesse Collet & Keni, Fireside Chat About the Development of NetHack
10:30 AM/1:30 PM: Leigh Alexander
,
McMansions of Hell
: Roguelikes and Reality TV
1 PM/4 PM: Ray, Remixing the Layer Cake: Facilitating Fan Reinterpretation
Through
Caves of Qud
’s Modular Data Files
1:15 PM/4:15 PM: Crashtroid, Preventing Ear Fatigue with Roguelike Music
1:30 PM/4:30 PM: Everest Pipkin, The Fortunate Isles: Fragment Worlds, Walled Gardens, and the Games That Are Played There
2 PM/5 PM: Jeff Olson
,
Alphaman
: Developing and Releasing a Post-Apocalyptic Roguelike Game in the
DOS Days
When Computers Were Slow, Memory Was Scarce, and No One Had Ever Heard of Object-Oriented Code
3 PM/6 PM: Dustin Freeman, Live Action Roguelike
3:30 PM/6:30 PM: Jonathan Lessard, A Simulation
with a View
3:45 PM/6:45 PM: Tom Francis, Generating Boring Levels
for Fresh Experiences in Heat Signature
4 PM/7 PM: Patrick Kemp, Design Tooling at Spry Fox
5 PM/8 PM: Stav Hinenzon, A Messy Approach to Dynamic Narrative
in Sunshine Shuffle
5:15 PM/8:15 PM: Josh Galecki, Procedurally Generating Puzzles
5:30 PM/8:30 PM: Jasper Cole, Backpack Hero
– Player Upgrades and Progression
6 PM/9 PM: Brianna McHorse & Chris Foster, Fusing AI with Game Design: Let the Chaos
In
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