Forms and Functions: Better Unions in Creative Process


In the last decade, the affordances of accelerated development in consumer electronics have radically altered platforms for storytelling.  Expanded presentation outlets and new production models, decentralized distribution channels, and rapidly attuned attention economies are fundamentally changing the ways in which we create and receive stories. Despite the media frenzy and venture capital gold rush, compelling story paradigms remain rooted in archetypes that pitch simply in a few phrases, regardless of medium. What is the best way to marry worlds of creation and production, style and subject, form and content for the development of outstanding experiences? 


Dr. Thomas Oberender - Artistic Director / CEO Berliner Festspiele
Stephanie Riggs - Author of The End of Storytelling; Creative Director, Experiential Refinery29
Johannes DeYoung - Artist, Assistant Professor of Art, Carnegie Mellon University
Kay Meseberg - Head of Mission Innovation, ARTE


WORKSHOP: Constructing Meaningful Action in Virtual Spaces (THE Verb Collective)

Drawing inspiration from conceptual art practices, participants will develop practical skill sets to create interactive musical instruments in VR.


WORKSHOP: Business Modeling in GEM

This workshop will provide participants with an introduction to the process of turning their GEM product into a viable business by evaluating different strategies for success.

Workshop leaders:  Bernard Francois of Preview Labs (previewlabs.com) and Martin Wainstein, PhD, Innovator in Residence  at the Tsai Center for Innovation at Yale and Founder of Yale Open Innovation Lab (openlab@yale.edu) will discuss how to determine if your product has a market, how to research the target audience, and how to outline a business plan. 

What are the unique selling points? What is your value proposition? Find out in this 4-hour workshop June 18th. 

The first half of the workshop is a discussion of how new technologies have upended traditional paradigms of business models and how new ones in Games Entertainment Media are evolving.

The second part is a series of practical, hands-on exercises where participants will start defining the components of their business canvas, target audience, and point-of-sale. Participants will apply different models to their concepts through group brainstorming sessions. These exercises will include how to test your model borrowing from rapid prototyping techniques.

Participants will leave with a framework and practical ideas for their own personal project and a better understanding of the challenges and opportunities of the current marketplace.