VAF|GAME announced the results of the second funding call for this year for Artistic, Entertainment and Serious games. Read on to know who’s up for a productive summer with well deserved VAF|GAME funding. Anxious to submit your next game? The last submission deadline for this year is September 24.
Artistic Games
Prototype Support
Nimmerland secured €25.000,- to sketch out the title Echoes.
Meynen Studio nailed €25.000,- of support for Please, Touch the Artwork 3.
Vertical Slice Support
Sticky Table takes home €73.574,- worth of support for Storyline.
Production Support
Reveal Game Studio was able to secure €125.000,- for Plum Road Tea Dream.
Entertainment Games
Prototype Support
Eye Blink Twice was able to secure €20.800- to sketch out Spot On.
Bioreactor Studios will be able to prototype their game Biofactory with a support of €25.000.
Vertical Slice Support
Firewise Studio’s takes home €81.862,- worth of support for The Spell Brigade.
Anaxanthia secured €104.950,- to make a vertical slice of The last Outpost.
Digitmedia secured €75.000,- to sketch out the vertical slice of Spatial Sail Zeilsimulator.
Congrats to everyone who succeeded their submission and received valuable support. The calendar of all VAF|GAME submission calls in 2024 is online. Next and final deadline for this year: September 24. Keep an eye on our socials so you don’t miss out on anything.
Join us for another FLEGA Party, the annual XL edition of the FLEGA café (FLEGA members only)
Join us for drinks June 20th, 8 PMon the Sip’n Ship boat in Ghent! Connect with fellow FLEGA members and enjoy the sunset from our party boat. Every FLEGA member gets 1 ticket for free. Additional tickets can be purchased. Both free and purchased tickets should be registered via the link below.
The Belgian Game Awards are back! And how. The celebration of the best of our beloved #BelgianGamesIndustry will take place on October 18th in Brussels Expo and will team up with Gameforce/Comic Con/Heroes. If you’re a game company based in Belgium who’s released a game during the eligible period and you feel like you could totally crush this, submit your project and who knows, you’ll soon have one of the Belgian Game Awards trophies on your office desk! But the trophy isn’t the only reason you should submit your game or studio. Read on to know all about this year’s edition.
Why submit?
You’ve made a game! You should be celebrated! And why not do that together with your peers during a dazzling award show and have an awesome afterparty and show your game to a huge audience during gameforce/Heroes/Comic Con and be included in a dedicated PR campaign and be part of a Steam event and… The question should in fact be: Why wouldn’t you submit ^^?
Submission details
Eager to follow in the footsteps of previous award winners like Happy Volcano, I-Illusions, Larian Studios or Fishing Cactus? You can! All you need to do is this:
Before going all in, read the regulations carefully to make sure your game or studio is eligible for this edition.
Check out the categories and decide what you’d like to highlight in your game or studio. You can pick 3 categories per submitted game and we have 3 studio awards. Choose wisely.
The most important step is this one: Submit your game. Submission deadlines differ according to the category you submit for:
Released game or Studio: May 21st
Upcoming game: August 16th
Student game: June 28
Each submission costs €25,- and will grant you a free ticket to the Award show on October 18th.
After submitting, you’ll be contacted for additional info, if needed.
The winners will be announced during the Awards show on October 18th in Brussels Expo.
Because our #belgiangamesindustry is so diverse, we’ve got 3 different types of awards on offer: Awards for released games, an award for upcoming games and studio awards.
Game Awards
Apart from the returning favourites (Belgian Game of the Year, XR Game of the Year, Best Applied Game, Best Narrative, Best Audio, Best Visual Art) we’ve added Best Game design and Best Multiplayer to the mix. And we brought back the precious Most Anticipated Game, allowing teams to submit a game that will be released soon. Student Game of the Year is also back, although in a slightly different form. This year, schools will select their school’s top 3 games and will submit them. Later we’ll also be opening votes for our coveted Audience Award. So much to look forward to 🙂
Studio Awards
A lot of new opportunities here! Apart from the Best start-up Studio, we’ve launched Gamechanger of the Year and Best Tech Provider. These new awards put a spotlight on those studios doing amazing work but often stay below the surface.
The Belgian Game Awards wouldn’t be possible without the #belgiangamesindustry and without the support of BelgianGames, Vlaamse Overheid, departement Cultuur, Jeugd & Media, VAF|GAME, Games.Brussels, Play.Brussels, WALGA, Wallimage Entreprises, RTBF, VRT, Speel Het Slim/Jouez Malin, Creative Europe en Cronos Interactive.
Taking place in Cologne August 21-25, no better place to step up your game than the one and only BelgianGames booth at gamescom. Registrations are now open! Secure your place before May 15 and keep in mind that space is limited and spots will be attributed on a first come, first served basis. THose of you who aren’t joining the B2B booth, have options in the Indie Arena booth or at devcom. Read on to know more.
BelgianGames booth in the Business Area
The BelgianGames booth is focused on B2B only. Being in the gamescom business area is great to set up meetings with publishers, press and investors and to connect with fellow devs. The BelgianGames booth offers three ways of participating.
A small showcase space on the booth (Product Sample Booth)
A shared booth in the gamescom B2B business area (open August 21-23) that bundles the force of videogame studios from all over Belgium
Your space is approximately 3sqm and has a locker, a high table, 2 chairs and a 32″ screen
2 exhibitor badges to roam around (and yes, these can also be used in the Entertainment Area)
No need to worry about logistics, administration and other boring stuff, we’ve got your back
A joint PR effort via our own extensive PR networks and contacts
A BelgianGames Cafe on Wednesday for you and your precious contacts at the booth
MeetToMatch accounts to get that meeting schedule going
Advice, coffee, jokes and good vibes of the BelgianGames community thrown in for free
Price: 1570,- VAT excl. (obligatory gamescom Biz package of 320,- included)
Special price for new companies: 1320,- VAT excl. (obligatory gamescom Biz package of 320,- included)
The gamescom Biz package lists you in the gamescom exhibitor directory and makes you visible for visitors and other exhibitors.
Registrations for the BelgianGames booth are now open. Secure your place at one of the must-be fairs in the world of games. Deadline to join the booth is May 15 but keep in mind that space is limited and spots will be attributed on a first come, first served basis.
Indie Arena booth in the Entertainment Area
If you want to show your game to the larger consumer crowds, you’ll be better off in the gamescom entertainment zone. If you can’t afford to set up your own B2C booth there, your best shot is to sign up for the Indie Arena Booth. Deadline to submit is April 21st and participation depends on the jury as they carefully select the games that can be part of the booth.
devcom is a substantial part of gamescom. Being the official game developers event of gamescom, devcom takes place August 18-20 and offers a potpourri of talks, panels, fireside chats and workshops as well as a live Twitch stream. It also hosts an Indie Expo and some high-end networking events so this might be your gateway to additional contacts. Besides visiting, we see two ways of participating:
Share your experience, submit a talk and join as a speaker (Deadline for submitting is May 19). Or, be part of the Indie Expo. Submit your game for the Indie Expo before May 31. Participation depends on the jury as they carefully select the games that can be part of the expo.
We couldn’t be happier with the lovely people at gamescom and devcom and especially with our partner Flanders Investment and Trade who will take the lead in making this BelgianGames booth one to remember.
Welcome to another blog version of the Game for Thought series (GFT), this is a written recap of Howest DAE’s livestream series that tackles ethically-relevant topics in the games industry and explores the impact & implications of industry developments.
Reason enough for us, here at FLEGA, to communicate these topics and challenges as widely as possible. In this blog recap of the livestream, we’ll break down the most important talking points of the panel, but for those who prefer to watch the entire video, you can find it below.
In this Game For Thought panel, we talk about neurodiversity in Games. From what games can mean to neurodiverse people to how they can be developed with this pretty sizeable audience in mind.
In this panel:
Pierre Escaich, Neurodiversity Talent Program Director at Ubisoft (SE)
Coty Craven, Project Manager at Descriptive Video Works, Inclusion & Accessibility Consultant (U.S.)
Lisanne Meinen, PhD Candidate at the University of Antwerp, Neurodiversity & Video Games (BE)
Alan Jack, Academic Disability Coordinator & Game Design Lecturer, Glasgow Caledonian University (SCT)
Moderated by Allie Weis, Ethics coordinator at Howest DAE (BE)
Check out the full video here:
How would you define neurodiversity?
Coty Craven: The two automatic things that come to mind are autism and ADHD, but I also tend to think of mental health because there are a lot of ways it can impact the way your brain functions and how you interact with the world.
Pierre Escaich: The term has only been coined by Judy Singer in 1989, so it’s quite recent. It refers to variations in the human brain in terms of social ability, learning, mood and other mental functions but in a non-pathological sense. In fact, neurodiversity may apply to everyone; each of our brains are as unique as our fingerprints.
Neurotypical means that your brain functions closer to that of the average population, but when we talk about neurodivergent people, we mean the ones who stray far from the average. The medical world only tends to focus on where things go “bad” but there are also functions where a neurodivergent person performs much better than the average.
Alan Jack: It’s important to draw the distinction between “neurodiverse” and “neurodivergent” people, the latter is when we are more likely to talk about autism, ADHD, dyslexia or other processing disorders. A lot of people will have some symptoms that come with those disorders, but only to a certain degree. It’s when you combine it with all these other things that it becomes much larger.
Which misconceptions really stand out to you?
Alan Jack: I used to beat myself up for my ADHD symptoms, before I got my diagnosis and the one that always stuck out to me was “autistic people have trouble with expressing feelings”. But as I’ve worked with autistic students and gotten more in touch with my own autistic traits, I’ve begun to understand we experience incredibly intense feelings and because of some processing disorders that tend to come along with it, we display those feelings differently. We connect to other people in a different way.
Pierre Escaich: Someone with ADHD, autism or dyslexia can do all types of job. At Ubisoft, you can find autistic people in almost every job function. A common misconception I dislike, for example, is “someone dyslexic can’t be a game writer”. Dyslexic people have the ability to create stories, to see the big picture, to create connections and you want those kind of talents in your team. As for the issues with reading and writing, there is assistance built in to all the tools we’re using daily.
Lisanne Meinen: Often people will fear having the label that comes with a diagnosis, but it can help people get the accommodations they need to function. A diagnosis doesn’t have to be a bad thing.
Alan Jack: Everyone is facing different internal challenges. Especially when it comes to diagnostic criteria, a lot of it is based on external viewpoints. I don’t like how some get labeled as “high-functioning” or “low-functioning” autistic people, based on their achievements. But you don’t see what’s going on internally and how much energy it costs them to keep up or how much of an impact it has to get the right support.
How can WE advocate FOR neurodiverse employees?
Pierre Escaich: We need to establish psychological safety. This means that people should not be afraid to share their (unfinished) thoughts, and that it should be OK to make mistakes. Making games especially is an iterative process: we’re always making mistakes. You should not be blamed or punished. You should feel safe being yourself.
Coty Craven: One of the worst experiences in my professional life was when I asked for captions and was greeted with reasons why it’s a bad idea and a security risk. So my advice for when you are a lead and you get a request to accommodate for someone: keep your doubts to yourself. The person asking for it should not be made to feel worse than they already do.
Alan Jack: Simply listening to people without judgement is very important!
Lisanne Meinen: It’s good that there are ways to ask for individual accommodations, but it also puts pressure on the person requesting them and requires them to disclose their diagnosis. So my advice is to try and make changes that could benefit everyone. An example would be providing accessibility guides or providing a quiet room which can be used by autistic people, but also for breastfeeding or prayer.
How can people advocate for themselves?
Pierre Escaich: Students (and employees) should not be required to advocate for themselves. The system is broken. We should all be gathered around the same objective: making games. We want everyone to succeed. It’s not a matter of will, but one of skill. Everyone is passionate and committed. So ask yourself what could prevent you from studying, working or delivering results and what can be done to support you.
Alan Jack: Sometimes you do encounter students where it’s a willpower issue. We all have motivation, but sometimes the motivation doesn’t align with the system you are currently in. Honest conversations will go a long way and as a teacher, it’s partly my responsibility to provide the motivation and explain the “why” behind an assignment.
How can we deal with shame?
Lisanne Meinen: It helps to connect with others. Building a community of other neurodivergent students or employees and having a place to discuss among each other can be very helpful.
Pierre Escaich: At Ubisoft, we have an online private channel that serves as a safe place. We recently had a panel about anxiety and someone raised the fact that they needed to know where a dinner was going to take place 3 days in advance so they can plan what they are going to eat, and even a few back-ups. And several people in the audience said “OMG, so I’m not the only one!?”. It’s important to feel that you’re not alone.
How does it impact (small) indie teams?
Alan Jack: Know yourself and know your limitations. I discovered I’m more of a systems designer, and I could never start a company myself. I need a gameplay designer, a marketing person and a business person to handle large parts of the process. Most of my anxiety comes from money-related reasons.
How can neurodiversity be represented better in games?
Lisanne Meinen: It’s important to ask neurodivergent people to describe themselves early on in the design process and to get them involved. Or to do enough research and see how others describe themselves or the issues they face on TikTok for example.
Pierre Escaich: UKIE recently did a census and discovered that more than 18% of videogame developers self-ID as neurodivergent. So start by listening to your team members. I guarantee you’ll have neurodivergent coworkers.
Alan Jack: I haven’t seen a lot of good representation in media, but it’s important to add it for a good reason. It’s important that it brings something to the table and don’t just treat it as a cute way to make a character more relatable.
Are there any good examples of representation?
Pierre Escaich: For me, the best example happens in Hellblade: Senua’s Sacrifice and where her struggle with psychosis is represented really well. Videogames are very powerful. They allow you to walk in someone else’s shoes and live their experiences. Videogames as a medium can drive acceptance.
Alan Jack: There are some things we go through that can’t be broken down into a digital structure. So personally, I wouldn’t say games can be used to translate everything that is a struggle for us to other people.
Lisanne Meinen: The intentions can be good, and we can certainly aim for making others empathize with neurodivergent people through games. But don’t overestimate what games can do.
Pierre Escaich: I think the reason many of us flock to games or even TikTok videos about mental health, is because there aren’t enough specialists to help us all. There is a 2-year waiting period to get diagnosed. I know people who have been saved by discovering the source of their own anxiety by watching TikTok videos and games can do the same for some. I’m striving for positive representation of ADHD in any kind of media.
Would you mention your neurodiversity to your employer?
Coty Craven: I’m kind of hesitant to mention any disability before you’re hired for the job. Obviously, if you’re hard of hearing or need captions for your meetings, perhaps it’s good to mention the accommodations you’ll need ahead of time. It’ll depend heavily on the vibe you’re getting from the person or the company hiring you. The problem is we’re easily seen as the “difficult” or “lazy” people and that stigma can work against us.
Pierre Escaich: Disclosing or not is a personal choice. It’s illegal for employers to demand you to disclose your disabilities. If the recruiter or the company has no idea about inclusion, it’s possibly not going to be the right place for you anyway. A good recruiter will be looking for “culture add” not “culture fit”: how does the person in front of me help grow the team. An interview goes both ways: you are also interviewing the company.
Alan Jack: If you’re in a position to potentially turn down the job, you can comfortly ask yourself the question if this job is right for you. My crucade is focussing people on what matters and everyone should ask themselves what is most important. Is it important that the company is inclusive? Then ask them about it.
Any final words or advice you would like to share?
Lisanne Meinen: Neurodivergent people are extra vulnerable to explotation, if there is too much focus on results or the special skills and strengths you bring to the table. They’ll work extra hard to compensate, or they won’t know when to stop working.
Pierre Escaich: People who are atypical are experts in working outside of their comfort zone and this can be an advantage. Game development is exploring the unknown, permanently. The world around us, is not made for us, so we try and learn to adept.
And for neurotypical people, I would advise to listen. To ask questions. If someone tells you they are autistic, listen to their story. Never minimise their experiences, as it will seem like you don’t want to talk about it. Always acknowledge what they are sharing with you.
Alan Jack: Gamedevelopment attracts a lot of neurodivergent people because games are born from creativity, and creativity is born from diversity. I teach game design and what has become clear is that it all comes from motivation, how to motivate the player and drive them to act in a certain way and to have fun. So get to know what motivates people by listening to them.
Coty Craven: I think everyone is aware that the state of the industry sucks right now and this can be stressful, especially if you’re a neurodivergent student and the future is uncertain. Hopefully, knowing how many of your peers are in the same situation will make it less intimidating. But when you find your people, in the industry, you’ll make some of the best connections in your life.
About Game For Thought
Game For Thought (GFT) is a livestream series launched by Howest – Digital Arts and Entertainment (DAE) in collaboration with local medialab Quindo and sponsored by Vlaams Audiovisueel Fonds (VAF), it tackles ethically-relevant topics in the games industry and explores the impact & implications of industry developments. Each broadcast, Allie Weis, ethics coordinator at Howest DAE, invites a selection of industry experts to discuss the topic at hand.
VAF|GAME announced the results of the very first funding call for this year. There were a lot of applications and we see a lot of positive results so we can conclude the future of our Flemish game ecosystem appears bright 🤩 Read on to know who kickstarts this year with some well deserved VAF|GAME funding and discover which game nailed the very first post-release support.
Congrats to everyone who succeeded their submission and received valuable support. The calendar of all VAF|GAME submission calls in 2024 is online. Next deadline: April 30th. Keep an eye on our socials so you don’t miss out on anything.