LUDONARRACON 2024 SPEAKERS

LudoNarraCon 2024 will feature 11 panels and 6 fireside chats on topics central to the narrative games genre with games industry veterans. Check out the stellar speakers and discussion topics for LudoNarraCon 2024 below! An overview of games that our speakers have previously worked on can be found here!

FIRESIDE CHATS

Cassandra Khaw

Cassandra Khaw is the USA Today bestselling author of Nothing But Blackened Teeth and the Bram Stoker Award-winner, Breakable Things. Other notable works of theirs are The Salt Grows Heavy and British Fantasy Award and Locus Award finalist, Hammers on Bone. Khaw’s work can be found in places like The Magazine of Fantasy & Science Fiction, Year’s Best Science Fiction and Fantasy, and Tor.com.

Jacob Burgess

Jacob Burgess has been many, many places in and around words and on the internet. Notably he performs with LoadingReadyRun, participates in the mammoth charity benefiting Child's Play, Desert Bus, has worked in many beloved IPs such as D&D and Vampire: the Masquerade, and really, really likes indie games. And you, probably.

 

Jill Murray

Jill Murray is the creative director for Invincible Presents: Atom Eve. A veteran game developer, she’s best known for narrative work on indie and AAA games The Shadow of the Tomb Raider, The Big Con, and Assassin’s Creed Liberation and Freedom Cry. She won the 2013 WGA Award for Videogame Writing, and founded Discoglobe Interactive in 2015. In past lives, Jill studied Theatre, coded websites and wrote novels. She’s taught game design, led writing workshops, and spoken internationally.

Kate Gray

Kate Gray is a games writer and journalist who has been in the industry in some way or another for over ten years. Her focus is making and writing about games that explore deep and thoughtful narrative that doesn't come at the expense of humour. You can find her writing in games like Moonstone Island and Winding Worlds, and her journalism all over the internet, although these days she mostly just writes about roguelite deckbuilders and Ace Attorney 😎

 

Jon Ingold

Jon Ingold is narrative director and co-founder of inkle, the studio behind 80 Days, Heaven's Vault, Overboard!, the Sorcery! series and A Highland Song. As well as giving frequent talks of narrative design and dialogue writing, he's the co-designer of the ink scripting language, and has won the UK Writer's Guild award for games three times.

Katharine Castle

Katharine Castle is the managing editor of Eurogamer, and has over a decade of experience writing about games and tech. She was previously the editor-in-chief of Rock Paper Shotgun, and has also published work at PC Gamer, Official Xbox Magazine, GamesMaster, MCV and Nintendo Gamer.

 

Jordi de Paco

Creative director, writer, designer, and programmer at Deconstructeam. Jordi de Paco started making silent browser games on his own in 2012. Shortly after, artist Marina González joined him to make the games less ugly, and eventually Paula Ruiz (fingerspit) joined them so the games wouldn't be silent. The three of them are the core of Deconstructeam and have created over 40 games during a decade, including many game jams and titles such as The Red Strings Club or The Cosmic Wheel Sisterhood.

Patrick Klepek

Patrick Klepek is a longtime video game reporter who's been covering video games since he was 14 years old. These days, he is a founding editor at Remap, a worker-owned publication created in the ashes of VICE’s celebrated Waypoint website, and the editor of Crossplay, an ongoing newsletter about what it means to be the parent of young children playing video games.

 

Tony Howard-Arias

Tony Howard-Arias is the co-creator and lead writer for Slay the Princess, and the co-creator and co-writer for Scarlet Hollow. He makes games with his wife Abby Howard in Toronto, Canada. Tony and Abby also live with their cat, Spoons, their snake, Wednesday, and their Axolotl, Nubs.

Meredith Gran

Meredith Gran is a game developer, cartoonist and animator living in Philadelphia. She is the creator of Perfect Tides, a point and click exploration of teen life in the year 2000. She is currently working on a sequel, Perfect Tides: Station to Station.

 

Xalavier Nelson Jr.

Xalavier Nelson Jr. is a BAFTA-nominated studio head, narrative director, writer, and Forbes 30 under 30 luminary, with dozens of titles under his belt including Stranger Things VR, Magic: The Gathering, Hypnospace Outlaw, Space Warlord Organ Trading Simulator, and El Paso, Elsewhere. He also makes strides in a storytelling career outside of games, with releases such as the cult hit comic Sherlock Holmes Hunts the Moth Man.

Rob Zacny

Rob Zacny is a co-founder of Remap Radio, a company he started with his longtime colleagues after the poorly-run media company they worked for imploded. In addition to writing and chatting about games over at Remap, he's also the host of A More Civilized Age, a Star Wars podcast focusing on the political worldview of Star Wars films and shows through the years. He is also a panelist on Shift+F1, a Formula One racing podcast.

PANELS

Balancing Storytelling in Games With Player Choice

Few things are more important to a story-driven game than the writing. This becomes even more paramount when you hand over decisions to the players. Join the developers of Citizen Sleeper, Times & Galaxy, and Slay the Princess as they provide insight into the process of writing and player choice.

Patrick Klepek is a longtime video game reporter who's been covering video games since he was 14 years old. These days, he is a founding editor at Remap, a worker-owned publication created in the ashes of VICE’s celebrated Waypoint website, and the editor of Crossplay, an ongoing newsletter about what it means to be the parent of young children playing video games.

Tony Howard-Arias is the co-creator and lead writer for Slay the Princess, and the co-creator and co-writer for Scarlet Hollow. He makes games with his wife Abby Howard in Toronto, Canada. Tony and Abby also live with their cat, Spoons, their snake, Wednesday, and their Axolotl, Nubs.

Ben Gelinas was a newspaper reporter before leaping into game development. He edited and/or wrote on games like Mass Effect 3, Dragon Age: Inquisition, and Mass Effect: Andromeda, as well as the new weird adventure Control and the Batman-is-dead-now-what adventure Gotham Knights. Ben also makes indie games through his tiny company Copychaser Games. The studio created a sad conversation sim called Speed Dating for Ghosts and is now at work on a science fiction adventure game about news reporting called Times & Galaxy, to be published by Fellow Traveller.

Gareth Damian Martin is an award-winning writer, designer and artist. Their first game, In Other Waters won the Jury Prix at IndieCade Europe, and was widely praised by critics for its “hypnotic art, otherworldly audio and captivating writing” (Eurogamer). Their second, Citizen Sleeper was equally critically acclaimed, and its prose was named "some of the best in all of video games" (Waypoint).

Abby Howard co-founded Black Tabby Games with her husband Tony to make interactive narratives that sit at the intersection of horror, comedy and romance.In addition to her work in video games, Abby is the acclaimed cartoonist behind works like The Last Halloween, The Crossroads at Midnight, Junior Scientist Power Hour, The Earth Before Us, and many more.

 

Defining Choice in Branching Narratives

Industry veterans of branching narrative have a round table discussion about the ways player choice can be handled in games with interactive fiction. Choices with moral weight? Thematic choices? Hidden choices based on actions? The writers will answer questions about what options they find most compelling for player choices, games that they think handled player choice particularly well, and what’s most satisfying for them to work with as storytellers.

Jessica Woodard is an avid lover of narrative, in pretty much every shape and form. She's worked as a writer and producer on two branching narrative games (The Walking Dead: Last Mile, and Invincible Presents: Atom Eve) and she's also a published novelist. She's currently working at Terrible Posture Games on multiple unreleased projects.

The person behind Roadwarden and Windy Meadow. A lifetime RPG enthusiast who got lucky enough to work on his own fantasy worlds. Fascinated with the new wave of text-heavy video games that build systems and tools of expression around their narratives, not the other way around.

Meet Josh Eckhart, one of the visionary creators of Buddy Simulator 1984, a captivating adventure into the realm of retro and psychological horror. As a lifelong RPG enthusiast, Josh has been fortunate to bring their own fantasy world to life through this first big project. Passionate about the evolving landscape of text-heavy video games, Josh is dedicated to crafting experiences where systems and tools of expression are intricately woven into the narrative fabric.

Stephanie Glover started in marketing on the popular Black Ops franchise before moving to Activision to support other titles including Crash Bandicoot 4 and Call of Duty: Warzone. Upon switching to narrative, Glover wrote on the The Walking Dead: Last M.I.L.E. and Invincible Presents: Atom Eve. In addition to gaming, Glover’s award-winning animated short, Blueberry, was recently nominated for NAACP Image Award. Currently, Glover is writing at Moonshot Games and working on other projects.

 

Difficult Decisions & Moral Quagmires – Player Choices in Game Narratives

All games involve players making choices, or they wouldn't be games. But when it comes to game narrative, some allow for player choices in how stories unfold and some don't. Though there can be beauty in a fixed narrative, choices let us tell stories in a way only games can, and can range from purely emotional choices to true moral quagmires. This session talks features experienced designers and writers who have worked on titles including Pentiment, Palia, Lost Records: Bloom & Rage, Wylde Flowers, State of Decay, and The Church in the Darkness, all games that allow for player choices in interesting ways. We'll talk about why designers include choice-based narratives and how big the choices can be while still telling a moving story.

Josh Sawyer started in the game industry in 1999 at Black Isle Studios, working initially as a web developer, and later as a designer on the Icewind Dale series. Since 2005, he has been at Obsidian Entertainment where he is currently Design Director, and where he helped develop Fallout: New Vegas, Pillars of Eternity, and Pentiment. His career has focused heavily on the role-playing game genre, with an emphasis on system design and the development of dynamic narrative mechanics.

Grace P. Fong is a Senior Narrative Designer who has contributed to Palia, a cozy video game, and Magic: the Gathering, a fantasy trading card game. She is also an occasional instructor for Clarion West. Previously, she worked as senior technical artist at EA, Infinity Ward, and DreamWorks Animation. Having grown up in Philadelphia and cut her teeth in Los Angeles, she is a die-hard fan of soft pretzels and animal fries. She is not actually a cat, but certainly would love to be one.

Desiree Cifre is a writer and narrative designer, most recently on Wylde Flowers (Studio Drydock) and Lost Records: Bloom & Rage (Don't Nod Montréal). She is passionate about authentic representation in game stories, and believes that games can respectfully address serious themes through play.

Richard Rouse III is a creative director, designer, and writer whose titles include The Church in the Darkness, the State of Decay franchise, Quantum Break, Sunset Overdrive, and The Suffering. He is currently Studio Creative Director at FarBridge working on unannounced games. Rouse wrote the popular book Game Design: Theory & Practice and is a frequent speaker on game design and interactive storytelling at conferences and universities.

 

Exploring the Intersection of Story and Music

This panel brings together some incredible composers and narrative designers to discuss the intersection of music and narrative in videogames. How is music used to tell a story, or to enhance the one being told, while allowing for and adapting to player choices and agency? From driving immersion, to establishing a vibe and theme, to being the storytelling medium itself, music is a powerful way that games deliver emotional intensity alongside the narrative.

Devin Vibert is a video game composer, singer-songwriter, and the Audio Director at Silverstring Media, composing for their diverse and award-winning catalogue, including Glitchhikers: First Drive, Glitchhikers: The Spaces Between, and Flow Weaver. Devin has been writing and arranging music since he was nine, when he was caught inventing new endings to piano pieces he didn’t actually want to practise. He is keen to find and explore the places where music, art, and nature intersect.

Liam Esler is a multi-award-winning game developer specialising in studio management, narrative design and production. He co-founded Summerfall Studios with David Gaider and Elie Young in 2018, where he works as Managing Director to build and support the next generation of kickass game developers. Summerfall Studios, based in Melbourne, released its multi-award winning and Grammy nominated first title Stray Gods: The Roleplaying Musical in August of 2023.

Lena Raine is an award-winning composer and game creator based in Vancouver, BC. She has written soundtracks for highly-acclaimed games such as Celeste, Minecraft, Chicory: A Colorful Tale, and others. Lena has also released original albums such as Oneknowing & an independent visual novel titled ESC. She's working with Extremely OK Games on Earthblade, and with Wishes Unlimited on Beastieball. Between freelance projects, she is working on her 2nd independent game codenamed Project Astray.

Jon Ingold is the co-founder and narrative director of inkle, a BAFTA-nominated independent developer of narrative games. He wrote for 80 Days, Heaven’s Vault, A Highland Song and Overboard, amongst others, and has won the UK Writer’s Guild award for games three times. He co-designed the ink scripting language which is used by studios all over the world, and his talks on narrative design are regularly featured in game design courses. He lives in Cambridge, UK.

Claris Cyarron, Partner and Creative Director at Silverstring Media, is a storyteller, multi-disciplinary designer, queer artist, and art historian. Cultivating layers of significance, she uses architectural, narratological, and formal art/design techniques to create resonant structures of meaning. She strives to keep her work craft-based, and context- and history- aware. As a transgressive architect, Claris conjures space to profane the false dichotomy of “real” and “not-real.”

 

Magic in the Mundane: How wholesome narratives let us reimagine our world

In this panel, we'll delve into how wholesome and cozy games are able to provide fresh perspectives on places, objects and tales we're familiar with. These narratives cultivate curiosity, allowing players to appreciate and examine what they already may take for granted, and provides a framework to embrace wonder and awe.

Jenny Windom is an influencer manager, community developer, producer, host, and content creator. Her focus is on creating thoughtful and sustainable communities by merging her experience as a former classroom teacher with her knowledge of the industry. Her current role is Senior Influencer Manager at Kepler Interactive and she's also known for her work as one of the organizers of Wholesome Games, a group dedicated to highlighting uplifting, compassionate, and joyful titles.

Wren Brier is the Creative Director of award-winning indie game Unpacking. She's been working in the games industry for over 10 years, starting at Halfbrick and later working as a freelance artist before partnering with Witch Beam Games to bring Unpacking to life. Wren is currently a member of the GDC Independent Games Summit Advisory Board and runs Women in Games Brisbane.

David Wildemann is a game designer and indie developer, currently working on Tiny Bookshop, a game about leaving it all behind and running a tiny bookshop on wheels. David is fascinated by green utopias, alternative ways of being and making a living. With Tiny Bookshop, David's goal is to create a mini utopia – a playable daydream.

Kyle McKernan is a game director and designer at KO_OP and co-director / design lead / writer on Goodbye Volcano High. Kyle has worked in games since 2014, starting as a solo developer before joining KO_OP in 2018. He has also worked professionally as a graphic designer for numerous clients in and outside of the games industry. Other games he has worked on include Beasts of Balance and Winding Worlds.

Marina Díez (she/they) is a Spanish award-winning game designer and filmmaker based in Berlin and London. She's the CEO at Three of Cups Games, an ethical and diverse games studio. Marina is also a Principal Game Designer at BTF Games for The Berlin Apartment. Previously, she was the Lead Game Designer for the game Dordogne by Un Je Ne Sais Quoi Studios & Umanimation. Among other accolades, Marina is a lister of 100 Most Influential Women in Games 2022 and a Forbes 30 Under 30 2021 honoree.

 

Meaningful Combat Design in Action Games

This panel will feature the developers of four narrative action games: Death of a Wish, Bossgame, Angeline Era, and Midautumn. Each of these highly experimental games make intentional decisions to tell stories and define characters through combat design. This panel will be a freeform conversation about combat, encounter, systems, and enemy design, and how they are used in each of these games to advance storytelling, tone, and characterization. The takeaway of this conversation will hopefully inspire other developers to explore narratively meaningful combat design in their own work, and players can come away with a deeper appreciation of the craft of combat design.

Colin Horgan is an independent game designer and the developer of action-RPGs Lucah: Born of a Dream and Death of a Wish, as well as combat designer on Extreme Meatpunks Forever: Bound by Ash. Their work explores themes of identity and trauma through stylized presentation and kinetic action, with heavy influence from a background in songwriting.

Sherveen Uduwana is an award winning designer and producer based in Riverside, California. He was the Lead Producer of award winning Puzzle Platformer From Light, and Lead Mission Designer on We Are the Caretakers, an afrofuturist game about saving endangered animals from Aliens. His latest project is Midautumn, a supernatural game about blasting evil spirits, Asian diaspora culture and resisting gentrification.

Marina Ayano Kittaka is an artist/writer/designer on surreal action adventure games like Anodyne 2: Return to Dust and Sephonie. She also wrote the essay “Divest from the Video Games Industry!” and created the open-source blogging engine Zonelets.

Kevin Wong is a game producer with an extensive portfolio of projects ranging from fringe experimental games to mainstream tentpole hits. Their experience covers both developer-and publisher-side work, and includes projects like Manifold Garden, Digimon Survive, Dragon Ball: The Breakers, and Dear Future. Death of a Wish is their third collaboration with melessthanthree.

Lily Valeen is making high-octane games about queer women and queer games about high-octane women, and her hope is that they will make you cry. Lily likes pixel art, - secrets, and punk music. She can lick their elbow and has a crush on everyone

 

Narrative games: exploring alternate realities in games to question real-world perspectives

Join us for an insightful conversation about how alternate realities serve as a compelling lens, enabling players to examine and question their own perspectives on our world. Our panel will bring together three unique visions from studio founders, each offering a distinctive viewpoint through the lens of their upcoming games:- Blue Bird's Song (Purple Meadows Studio): Unveiling a narrative that addresses violence against women in society.- Nebulae (Northern Lights Entertainment): Embarking on a journey to explore politics through crisis simulation.- Blind Frontiers (Blind Bend Studio): Tackling social stigmatization in the quest for identity.Don't miss this opportunity to engage with the panelists, sharing insights on their journey in creating thought-provoking games, and discover their creations during LudoNarracon 2024.

As the CEO and Creative Director of Blind Bend Studio, Teninke CAMARA brings a diverse background in documentary filmmaking, video games, marketing, and robotics. With experience as a sound designer and motion graphic designer, she is fully immersed in the video game industry, leading the development of the upcoming game, Blind Frontiers alongside her sister, Gnoumagbe Camara. Beyond her corporate roles, she is a passionate advocates for diversity and mentorship.

Julie Bonnecarrère is co-founder and Chief Content Officer of the studio Northern Lights Entertainment (NLE), a Paris-based studio, transforming high-engagement societal issues into mass-market games. They are currently developing Nebulae, a scifi strategy MMO in which players collectively rule an endangered galaxy

Joy is the CEO and creative and artistic director of Purple Meadows studio. She has worked on many video game projects, from AAA to independent games. She worked on animated series for children as animator and charadesign. She is also an author. She now develops narrative games and tells committed stories through strong universes.

 

Show your scripts! How narrative design shapes story.

Take a sneak peak at the scripts of games and how they work. See how creative and technical decisions ultimately shape the stories in games. Panelists show working files that are in games and examples of the work behind narrative design and writing in games.

Ryan Woodward is an indie game developer who focuses on narrative based wholesome games. He released Button City for console and PC, a game about a fox who is trying to save an arcade in the sky. He also worked on award winning museum installations and is currently working on the sequel to Button City. When he's not making games he's playing soccer.

Adanna is a Games Writer, Narrative Designer, Researcher, and Developer. She has experience in writing, scripting, designing, and implementing content for games. She love to write character-driven stories focused on people of color! She has worked on games like Spirit Swap and KISS U.

Lis Moberly is a Senior Game Writer and Narrative Designer. She has worked primarily in AAA and indie development with studios such as Obsidian Entertainment, WB Games Avalanche, Chuhai Labs, and Dead Thread Games. Lis is a former lecturer with the English and Literature Department at Utah Valley University

 

The Challenge of Harmonizing Narrative and Gameplay in Game Development

Making games is difficult and ensuring that our narrative vision aligns with the gameplay players need to go through is even more difficult. You don't want to see your kindhearted protagonist being lovely in the story while killing everyone in the gameplay session. Three seasoned game developers from Indonesia will share their experiences in harmonizing gameplay and narrative. Riris, from GameChanger Studio, the woman behind My Lovely Series, discusses maintaining narrative integrity while increasing game challenges in My Lovely Empress. Damas, of Glory Jam, known for deeply touching games like Rage In Peace and Hello Goodboy, shares insights on integrating narrative into the action-packed rogue lite game, Project GT. Lastly, Puspa, from Pendopo Creations, details the crafting of an adventure game that combines puzzle-solving with a rich narrative experience in Project Mansion.

Riris Marpaung, started her career as a CEO/Founder of GameChanger Studio in 2013, when she was 40 years old, without knowledge or experience about video games. She finally achieved success developing “My Lovely Daughter” (2018) and "My Lovely Wife” (2022). She is currently developing “My Lovely Empress”. Before becoming a game developer, she was a rock star in Indonesia's library world with twenty years of experience in various libraries and award-winning recognition.

Puspa is the CEO/Co-Founder of Pendopo Creations. Her major in university is Game Technology. RENDEZVOUS is the first commercial game from her studio to be awarded with Best Visual Art nomination and Grand Jury Award from SEA Game Award 2023. Currently, she's working on "Project Mansion" which is a pixel-art mystery adventure where you follow Eddy, a broke journalist in a search to reveal the truth of an abandoned house, equipped with a mysterious time-altering device.

Dominikus Damas Putranto is a director of Glory Jam. He was the Creative Director behind the games Rage In Peace and Hello Goodboy, as well as the Co-Director of the heartwarming title What Comes After. He is currently developing Glory Jam's upcoming title, Project GT, an action rogue-lite dungeon-crawling game set in the Grim Reaper's world. It features thought-provoking yet familiar storytelling and a narrative about redemption in an otherworldly afterlife.

 

The Ongoing Tension Between Story and Gameplay

How do you weave narrative into gameplay? How do you balance the two, and when should they overlap? Join a roundtable discussion with developers behind the exciting upcoming games Cryptmaster, Nirvana Noir, and Wander Stars as they unpack their individual approaches to this topic.

Patrick Klepek is a longtime video game reporter who's been covering video games since he was 14 years old. These days, he is a founding editor at Remap, a worker-owned publication created in the ashes of VICE’s celebrated Waypoint website, and the editor of Crossplay, an ongoing newsletter about what it means to be the parent of young children playing video games.

Andie Gallo is a professional with almost ten years of experience working in games and animation. As an artist who likes to paint with words, they originally joined the team at Paper Castle Games as a 2D artist and proofreader for Underhero, the team’s first commercial game. Currently, Andie has taken charge as the lead writer and art director for Wander Stars, Paper Castle’s latest project inspired by 90s anime.

Lee Williams is a writer from the Isle of Wight in England. He took a long and suboptimal route into video games, working as a labourer, linesman, security guard, tour guide and teacher before finding his feet as a writer and designer. He now has credits for numerous games, most notably Cryptmaster and Valheim.

Evan Stark is a producer and writer with Feral Cat Den. He helped assemble the narrative for Genesis Noir, and then left the wild kitchens of New York to join the den full-time. He’s obsessed with character-driven stories and high-falutin' dinner parties, plays homebrew Dnd variants, and writes twine games in his free time.