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Speakers

Antonio Andrade

(Crafting the Texture of a City in Abigail)

Antonio Andrade is a Brooklyn-based game developer and software engineer from Rio de Janeiro. He likes to make games and you can play them at https://tuniks.itch.io/

Matthew Armstead

(Democracy, Now!: Participatory and Co-Creative Design for Collective Liberation)

Matthew Armstead, founder of Culture Work Studios, is a seasoned leader with 15+ years at the intersection of justice movements and artistic expression. As an organizational doula they accompany groups through change processes to be the change they want to see, while navigating conflicts across social and structural power differences. Culture Work Studios also makes performance experiences for audiences to reclaim power and embody our liberation now. Matthew engages audiences by intertwining community organizing, popular education, and physical theatre techniques. Recent works include Song Bridge & Magic Lagoon (Cannonball Festival), and Inspira: The Power of the Spiritual (Theatre for Transformation). A recipient of an M.F.A. from Pig Iron Theatre Company and the University of the Arts, Matthew holds a B.A. in Theater and Women's Studies from Swarthmore College.

Jacqueline Ashwell

(Local IF Meetups Supergroup, IFComp 101: A Newcomer’s Guide)

Jacqueline Ashwell is an award-winning interactive fiction author and a longtime organizer in the IF community. Her work The Fire Tower was featured in Aaron Reed’s 50 Years of Text Games. She is the founder of ClubFloyd, the longest-serving organizer of IntroComp, and has been the lead organizer of IFComp since 2018.

June Audirac Kushida

(Berlin Passages: Exploring History Through Interactive Storytelling in Twine)

June Audirac Kushida is a historian, writer, and designer specializing in interactive storytelling and digital humanities. She holds a B.A. in History from the National Autonomous University of Mexico (UNAM) and an M.A. in Open Design from Humboldt-Universität zu Berlin. She is the creator of Berlin Passages, a historical interactive autofiction, and the author of Zeit/Dreams, a self-published dystopian novel. Her work integrates historical research, creative writing, and narrative design, using digital and interactive formats to explore new ways of telling both fictional and non-fictional stories.

Chris Baker

(Gaming Collections and Services in Libraries)

Chris Baker is a video games scholar and a Public Library / Games & Learning Consultant with the Library Services Team of the Wisconsin Department of Public Instruction. Before joining DPI, Chris worked as a Youth Services Librarian at the Spring Green Community Library, and then a Teen Services Librarian (and eventually Adult Services Librarian) and Technology Coordinator at the Portage Public Library; prior to that, Chris enjoyed a robust career in professional theatre, earning a BA in Theatre from UW-Parkside and an MFA in Theatre Pedagogy from Virginia Commonwealth University, where he wrote his thesis about video games, learning, and society. Chris also has his MLIS from the University of Wisconsin-Milwaukee; he is a specialist in games-based library services (programs and collections), library project management, innovation, and collaboration building

Stanley Baxton

(Anonymously Submitting Transgressive Transsexual Trauma to IFComp)

Stanley is a narrative games dev making experiences that are satirical, horrifying, or queer, and sometimes all at once. He makes games for exactly 3 people to lose their minds.

Rose Behar

(Writing Absorbing Stories for Short Attention Spans)

Rose Behar is a narrative designer at Scopely working on a new IP. Her previous work is featured in games like Longleaf Valley, Ashe Cove, and Cell to Singularity, among other projects. She puts out a free roundup of resources and job listings for narrative designers monthly on Substack called Narrative News.

Richard Bisso

(CRISPR for Game Storytelling: Contextual Injection and Narrative Assembly in Epic Tavern)

Richard Bisso, Shawn French, and Yoshitomo Moriwaki are veteran, Emmy and BAFTA-Winning game developers whose credits include the classic Spider-Man 2, Boom Blox, Medal of Honor, The Incredible Hulk, and more. Rich and Tomo own the award-winning game development consultancy Hyperkinetic Studios, based in Los Angeles. Shawn is an expert freelance writer with dozens of successful projects to his credit.

Mike Blackney

(Dead Static Drive’s “Novella” Narrative Engine for Unreal)

Leena van Deventer and Mike Blackney made Dead Static Drive. They are based in Melbourne, Australia.

Elana Bell Bogdan

(“The Life We Have Left to Live”: Death-Positive Narrative Design, and Embracing Mortality Through a Site-Specific Cemetery Roleplay)

Elana Bell Bogdan is a technical game designer, currently working with queer indie studios Unquiet Games and Bolero Game Studio, after a decade in the tech industry. She is usually the voice in the room advocating for accessibility, inclusion, and narrative-driven design. Her work has been featured at the Wonderville arcade in Queens, and she has spoken and exhibited at events like New York Comic Con, Play NYC, Waffle Games, Mysterium - and NarraScope 2024!

Wojtek Borowicz

(The Platform is the Message: Storytelling with System-Specific Affordances)

Wojtek is a writer, narrative designer, and an award-winning dungeon master. He spent a decade in instructional writing and now brings this experience to video and tabletop games. Originally from Poland, he currently lives in Ireland.

Xander Brewer

(Can Haunted Houses be Immersive Fiction?)

Xander (he/him) is an NYC-based poet, musician, performer and storyteller. He has released music as The Ringer and performed spoken word at slams and poetry events around the country. His narrative work lies at the intersection of software, music and performance, inviting you into the performance as an active participant, blurring the lines between artist and audience. He holds a BA from Boston University in Music and Computer Science and an MM from NYU in Music Technology, with a focus on improving hearing assistive devices for hearing impaired musicians.

Paris Buttfield-Addison

(Yarn Spinner Toolbox: Making Your Narratives Sparkle with Free, Open-Source Tools, Mathematically Proving Your Stories Have No Bugs)

Dr Paris Buttfield-Addison is the co-founder of independent game development studio Secret Lab, and tools studio Yarn Spinner. For both, he serves as producer, and helps to maintain the popular open source interactive dialogue system, Yarn Spinner. Secret Lab is best known for working on Night in the Woods, the BAFTA- and IGF-winning adventure game (powered by Yarn Spinner). He’s currently working on I Feel Fine (written by Ryan North), and Leonardo’s Moon Ship (written by creator of Pixar’s Ratatouille, Jim Capobianco). Paris has written nearly 30 technical books on game development, machine learning, mobile apps, and rocket science for O’Reilly Media, and has a PhD in why people’s desks are messy. He lives in Hobart, Tasmania, Australia.

Biagi Calicchia

(Crafting the Texture of a City in Abigail)

Biagi makes games! He currently works as a game designer at Relatable and runs an independent board game publishing company called Orto Games. He is also part of the videogame development collective Games for my Computer who released Growth Spurt: a Meandering Intermission into the Afterhours of a Miscalculation which was a finalist at IGF and the A Maze. awards.

JD Calvelli

(Getting / Doing / Creating the Job: a narrative roundtable)

Matt Carney

(Finding the Pixel: Information Seeking Behaviors Towards Holistic Narrative Design)

Matt Carney is an editor and narrative consultant living in California. He previously worked on the adventure game NORCO and is currently working on Perfect Tides: Station to Station. He has a Master of Library and Information Science degree from San José State University.

David Carter

(Gaming Collections and Services in Libraries)

David S. Carter is an librarian at the University of Michigan, where he serves as Video Game Archivist and Comics Librarian. Dave has done work in reference, collection development, bibliographic instruction, and Library 2.0; and supervised graduate students in the library’s University Library Associates program. From 2002-2013 Dave was the library’s subject specialist for electrical engineering and computer science. From 2004-2022 Dave was one of the coordinators of reference services in the library.

Autumn Chen

(Social Democracy: A Postmortem for an Alternate History)

Autumn Chen is an interactive fiction writer whose works include The Archivist and the Revolution and Social Democracy: An Alternate History. In her games, she hopes to transcend the binary between narrative and mechanics.

Chris Klimas

(IF Educators Debate AI in the IF Classroom, Intro to Chapbook)

Philip Conklin

(Inferring Intent or Agency Without Traffic Lights)

Graduating with Masters in Economics, has let me to gain a deeper appreciation of systemsoriented design. Leveraging my experience as a Game Designer and my current leading work on an unannounced project, I seek to implement Clint Hocking’s principles on a smaller scale and to demonstrate potential of Emergent Storytelling by focusing on abdicating authorship to the player.

Destina Connor

(Local IF Meetups Supergroup)

Destina Connor is the Game Designer for Tea-Powered Games, as well as Co-Director and Co-Founder of the company. She also dabbles in Unity code magic. In her spare time, she explores the fictional worlds of many forms of artful media, deconstructs and reconstructs every intangible thing she can get her hands on, and tries to share it all with anyone open to listening and sharing (as long as it’s not on social media, bleh). Currently working on Elemental Flow, a game set in a solarpunk alternate-present Argentina, where instead of battles, you have active magical conversation encounters.

Chris Crawford

(Analysis of Le Morte d’Arthur Storyworld)

Chris Crawford earned a master’s degree in physics, but began designing games shortly afterwards. He managed games research at Atari, then built games for the Macintosh in the 1980s. Since the 1990s, he has worked on interactive storytelling, and failed for nearly 30 years before finally succeeding with Le Morte d’Arthur in 2023. He lives in the forests of Oregon.

Jessica Creane

(Leaving Room For Grief)

Jessica is the founder of IKantKoan Play/s, Professor of Game Design at Drexel University and CUNY City Tech, and is a contributing author to The Existential Toolkit for Climate Justice Educators: How to Teach in a Burning World. She is a 2022 Arctic Circle Artist-in-Residence, has worked with The National Parks Service, and recently as Writer and Chief of Play on an upcoming London-based Immersive piece on Combating Misinformation. Jessica has spoken at TEDx, GDC, Beyond Opera (Helsinki), The World Economic Forum DQ Symposium on Xr+ (NYC), Next Stage Immersive Summit (L.A.), and Games for Change (NYC).

Jim Dattilo

(Representing Physical Disabilities in Interactive Fiction)

Jim Dattilo has been writing interactive fiction for Choice of Games for the past twelve years, with titles including Zombie Exodus, A Wise Use of Time, and Vampire: The Masquerade — Out for Blood. His work focuses on deep narrative choices, character-driven storytelling, and exploring diverse perspectives within interactive fiction.

Brendan Desilets

(Baldur’s Gate 3 or Mask of the Rose: Which Makes Sense for Your High-School Classroom?, IF Educators Debate AI in the IF Classroom)

Zach Dodson

(Hyperprint: From Novels to Games and Back Again)

Dr Zach Dodson is the author of the illuminated novel Bats of the Republic (Doubleday, 2015), which The Washington Post called “a glorious demonstration of what old-fashioned paper can still do.” He founded Featherproof Books, publishing over 30 genre-bending books. He’s designed many more, including Riddance by Shelley Jackson (Patchwork Girl). He teaches narrative design to creative writing and game students at Victoria University of Wellington in New Zealand, where he founded the Visual Narrative Lab. His game studio, Interactive Tragedy LTD, will release his first game, Sub-Verge, with a companion novella, in 2025.

Kaelan Doyle Myerscough

(Playful Worldbuilding: Using Play and Game Mechanics for Better Collaborative Imagination)

Kaelan (they/he) is a game designer and PhD candidate in media studies at the University of Chicago. Kaelan’s dissertation focuses on developing experimental methods for playful worldbuilding inspired by ecofeminist theories. They develop games about strange collaborations in vivid worlds as part of the nascent studio Never Done Games. Kaelan is also the lead organizer of the Queerness and Games Conference (QGCon), an event at the intersection of LGBTQ+ issues and games.

Ruber Eaglenest

(IF Educators Debate AI in the IF Classroom, Game Jam Debrief / Show and Tell)

Jess Erion

(Bring Your Own Workflow: Creating Better Narrative Production Processes for Indies)

Jess is a writer, professor, and business owner focused on subversive and thoughtful storytelling through interactive media. Currently, Jess is working as a visiting assistant professor of game design at Hampshire College while also working with Red Thread Games as a senior writer & editor on upcoming survival RPG Hello Sunshine. Additionally, Jess recently worked on various projects for clients like Carnegie Hall and Studio Chyr. Outside of work, you can find Jess watching baseball, baking a pie, or replaying old Harvest Moon games.

Tony Errichetti

(From Interactive Fiction to Immersive Learning: The Gaming Dynamics of Patient Simulation)

Tony Errichetti, PhD, is a medical educator, simulationist, narrative medicine practitioner and qualitative researcher. As the founding director of dprograms at multiple medical institutions, he developed innovative methods for assessing doctor-patient communication, including the development of evaluation tools used in national licensing exams. He has held key positions, including Director of Doctor-Patient Communication Assessment at the National Board of Osteopathic Medical Examiners and Chief of Virtual Medicine at NYIT-College of Osteopathic Medicine. His work extends globally, consulting on English proficiency and communication training for international healthcare professionals. Dr. Errichetti founded the Simulationist Narrative Medicine Community and facilitates workshops at Columbia University and internationally. His research and publications explore the intersections of simulation, medical education, and humanistic competence. Chief of Virtual Medicine at NYIT-College of Osteopathic Medicine. His work extends globally, consulting on English proficiency and communication training for international healthcare professionals. Dr. Errichetti founded the Simulationist Narrative Medicine Community and facilitates workshops at Columbia University and internationally. His research and publications explore the intersections of simulation, medical education, and humanistic competence.

Heidi Erwin

(Puzzle Process: Making Games At The New York Times)

Heidi Erwin (she/they) is a game developer and puzzle designer. She has been working on The New York Times Games team for the past several years designing and prototyping new games. She loves trick questions, mystery, and committing to the bit. Heidi also makes comics. Or does she?

Dan Fabulich

(Local IF Meetups Supergroup)

Dan Fabulich cofounded Choice of Games, the world's largest publishing house for interactive novels, and designed ChoiceScript, a scripting language for developing novel-length choice-based interactive fiction. He founded the San Francisco Bay Area IF Meetup in 2010. He's also the chair of IFTF's IFDB committee, where he manages and maintains the Interactive Fiction DataBase at ifdb.org

Alex Feigenbaum

(Make (narrative) games fast with Turbo!)

Alex Feigenbaum is a game developer in NYC creating and advocating for smaller games made quickly. He is the Head of Developer Relations at Turbo.

Daniel Franke

(Bedquilt: Bringing IF to Rust and Rust to Glulx)

I discovered Colossal Cave Adventure in 1992 while playing around on my dad’s Compuserve account; through the superpower of having the mind of a 7-year-old I solved the dragon puzzle too quickly to realize it was even a puzzle. Now I’m a semi-retired security architect, formerly of Akamai and Amazon Web Services, who’s done a bunch of stuff at the intersection of cryptography and time synchronization. I live with my two foxhounds in yonder frozen woodlands of NH.

Shawn French

(CRISPR for Game Storytelling: Contextual Injection and Narrative Assembly in Epic Tavern)

Richard Bisso, Shawn French, and Yoshitomo Moriwaki are veteran, Emmy and BAFTA-Winning game developer whose credits include the classic Spider-Man 2, Boom Blox, Medal of Honor, The Incredible Hulk, and more. Rich and Tomo own the award-winning game development consultancy Hyperkinetic Studios, based in Los Angeles. Shawn is an expert freelance writer with dozens of successful projects to his credit.

Greg Frost

(Local IF Meetups Supergroup)

Greg Frost is a civil engineer and construction manager in the Seattle area, most recently contributing to the light rail expansion program in Bellevue. He helped to restart the Seattle/Tacoma IF meetup group in 2018 with Mike Spivey and Brian Rushton and currently organizes monthly virtual meetups for the group on Discord. In his spare time he plays D&D, grows hot peppers, and occasionally translates classical Japanese poetry.

Ari Gass

(Democracy, Now!: Participatory and Co-Creative Design for Collective Liberation)

Dr. Ari Gass is a scholar-practitioner with a focus on feminist and queer theoretical approaches to computational media. They are an assistant professor in the Westphal College of Media Arts & Design at Drexel University. Their research draws on methodologies and perspectives from media studies, videogame studies, queer and feminist theory as well as devised, ensemble-based performance and performance studies. They received their PhD from the University of Chicago in English and Theater and Performance Studies in 2022 and completed a Postdoctoral Fellowship in the Film, Media, and Theatre Department at Georgia State University. They are also a worker-owner of Philadelphia-based live performance group Obvious Agency, where they bring game design techniques and technologies into live theatrical scenarios that center player agency and collaboration and aim to diversify participation in the fine and performing arts.

Dave Gilbert

(Indie Marketing Then and Now)

Dave has been interested in adventure games ever since 1986, when his mother made the mistake of buying him a copy of Infocom’s Wishbringer. Twenty years later, he decided that making games was too much fun to do anything else for a living, and formed Wadjet Eye Games in 2006 to do just that. In the years since, Wadjet Eye Games has developed a reputation for writing and producing award-winning and critically acclaimed adventure games. Amongst their portfolio is the Blackwell series, Unavowed, Hob’s Barrow, and the recently-released Old Skies.

Francisco González

(Tabletops and Twine: Adventures in Adventure Game Proto- and Telotyping)

Francisco González has been making adventure games using Adventure Game Studio since 2001. After releasing the final case in the 8-part Ben Jordan series in 2012, he decided to take the plunge and begin making games professionally as Grundislav Games. He is the developer of A Golden Wake, Shardlight, Lamplight City, and Rosewater.

Steven Graham

(Building Real2: Launching a Platform for Interactive Fiction)

Stephen Graham is the producer at Real2, a new, mobile platform for interactive fiction available on the iPhone via the App Store. Stephen’s background is leading the development of large-scale software platforms and he co-founded Real2 together with his screenwriting daughter, Heather, as an exploration into the future of interactive fiction.

Heather Graham

(Building Real2: Launching a Platform for Interactive Fiction)

Heather Graham is the writer for Real2. After earning an MA in Screenwriting from the London Film Academy, she has worked in script development, interactive fiction as well as produced and co-written an anthology audio drama. Her writing explores speculative and dystopian themes, blending sharp storytelling with immersive world-building.

Meredith Gran

(Punches That Land: Approaching Games Narrative Through Panels)

Meredith Gran is a game developer, cartoonist and animator living in Philadelphia. From 2007-2017 she authored the webcomic Octopus Pie, which drew a large and dedicated following, with numerous accolades from the comics industry. Her first game, Perfect Tides, a Y2K-era point n’ click teen memoir set in a small coastal town, was released in 2022. The game has been praised for its honesty, indie-comic sensibility, and moments both scarring and sublime. A sequel, Perfect Tides: Station to Station, is currently in development, and will document the ups and downs of big-city college life in the year 2003.

Ian Greener

(Turning Serious Stories into Interactive Experiences with Ink, IF Educators Debate AI in the IF Classroom)

Emily Hartford

(Consent and Agency in Narrative Development)

Emily Hartford (she/her) is a theatre and media director, intimacy director, creator, artistic leader, and educator. She serves on the faculty of Playwrights Horizons Theatre School-NYU Tisch. With Will Lowry and Corey Allen, Emily co-created the interactive, telephonic choose-your-own adventure experience, Our Options Have Changed. Currently in post-production: Metra: A Climate Revolution with Songs – a new, climate justice musical podcast, coming to all podcast platforms in summer 2025. Metrathemusical.com

Jess Haskins

(Tabletops and Twine: Adventures in Adventure Game Proto- and Telotyping)

Jess Haskins is an editor, narrative designer, educator, community organizer, and proprietor of The Game Editors, an editorial, consulting, and voiceover production firm for game devs. She is co-writer of Lamplight City and Rosewater. Her work centers on worldbuilding with intention, forging inclusive communities, and exploring interactive storytelling.

Alex Hera

(Revisiting “Chaotic Fiction”: Chaotic Play in the Slenderverse Blog Community)

Alex Hera is a writer and film director focused on horror, immersive media, and documenting artistic communities. In 2024, they released ‘Slenderverse: A Documentary Film Series’, a trilogy archiving the history of found footage horror legend Slender Man.

Samira Herber

(Designing Dictatorships: Two Research-Based Approaches to Highlighting the Techniques of Authoritarian Institutions Through Games)

Samira Herber is a game studies scholar and designer holding an MFA in Game Design from New York University. Research interests include game communities, pro-social behavior, and civic engagement and games, which have also informed Samira’s thesis game QUANTUM TIES, a role-playing game about people trying to build trust and relationships under an authoritarian system that encourages them to accuse, report, and betray each other.

Charles H Huang

(Journaling Games: A History and Design Framework for Unlocking Player Creativity)

Charles H. Huang (he/him) is a game programmer, game writer, narrative designer, and community organizer. His work has been covered in Rock Paper Shotgun, PC Gamer, and Critical Distance. He has exhibited at Magfest, Play NYC, PixelPop Festival, LA Zine Fest, and Different Games. He ran Unparty at GDC and co-founded 501(c)3 nonprofit Friendship Garden, before receiving his MFA from NYU Game Center in 2021. He is based in NYC. He is a fan of Mr. Rogers, Jim Henson, and Hayao Miyazaki.

Jeremy Miles Johnson

(My Love Affair with the Lindenbaum Prize Competition: Embracing the Limitations of Physical Gamebooks)

Jeremy Miles Johnson is an independent game developer and Assistant Professor of Video Game Development at St. Edward’s University in Austin, TX. He primarily teaches game design, production, and interactive storytelling. His work with students tends to focus on the development of educational games or games for social justice. This past semester, the students in Senior Game Studio collaborated with the Department of Counseling to develop a roleplaying game campaign for use in group therapy. Jeremy’s own creative works include board games, gamebooks, and video games.

Joey Jones

(Crafting Interactive Stories With ChoiceScript)

Natalie Kendrick

(Mother of Frankenstein: Innovative Design in Game-Based Learning)

Natalie Kendrick is a Senior Interactive Learning Designer for the University of Oklahoma’s K20 Center, creating educational video games for Oklahoma Public Schools and beyond.

Hugo Labrande

Hugo Labrande organized the annual French IF competition between 2015 and 2019, and has written over 70 articles and tutorials for Fiction-interactive.fr. His own interactive fiction work includes romance visual novels for mobile devices, narrative games for Twitch, and parser games for the Commodore 64. IF technologies that Hugo has contributed to include Vorple for Inform 6, and various localization tools.

Alex M. Lee

(Crafting Kissable Characters (Whether Your Game has Romance in It or Not!))

Alex M. Lee crafts narrative games and illustrations for sad romantics with a taste for the absurd. Through a queer East Asian lens, she explores themes of girlhood, grief, and inter-dimensional romance. Her recent visual novel work challenges existing preconceptions within nerd subcultures as well as the dating simulator canon, pushing definitions of attraction and desirability in both. Whether they are a centuries-old skeleton lord in BARD HARDER! or genderqueer aliens in need of therapy in Kiss/OFF, she thrives when creating unconventional characters that players will still want to kiss - painted in a vibrant, stylish anime-influenced look.

Nathan Leigh

(pixelSynth: Fostering Audience Interactions Through Bespoke Technology)

Nathan Leigh is the co-artistic director of cirqueSaw and the inventor of the Familect programming language. As a composer and sound designer, Nathan has collaborated on hundreds of plays at theatres including Cherry Lane (Original Sound), Boundless Theatre (How To Melt Ice, Fur, Mud, Conduct of Life, Prospect), MCC (Space Dogs), Repertorio Español (The Brief and Wondrous Life of Oscar Wao), New York Theatre Workshop (Nat Turner In Jerusalem), Red Bull Theatre (The Duchess of Malfi), Barrington Stage (Anna In The Tropics, Waiting for Godot), Huntington Theatre (Skeleton Crew) Commonwealth Shakespeare (Much Ado About Nothing and Richard III) and many more. With Kyle Jarrow, Nathan co-created the musicals Big Money and The Consequences. With Jason Slavick and the Liars and Believers ensemble, Nathan Leigh composed scores for Song of Songs, Icarus, and A Story Beyond. In 2020, Nathan founded cirqueSaw with partner Nicole Orabona to produce work at the intersection of live performance, film, and games. Together, they created the award-winning interactive pieces Void Main and POV: You Are An AI Achieving Consciousness (Young-Howze Awards Immersive Production of the Year 2023, No Proscenium Special Editor’s Award 2024). Nathan is currently filming the forthcoming stop motion feature The Golem.

Alexandra Leonhart

(Ergodic Narrative: A Brief Exploration of Multimodal Video Game Engagement)

Alexandra Leonhart is the current Director of Aesthetic Technologies and LiveX chair at Pennsylvania College of Art & Design, where she does nerdy things and occasionally teaches courses in physical computing, sound art, and video game history. In her free time, Alexandra enjoys composing music and making games for her partner and cat.

Sulu LeoNimm

Artistic Director of Theatre of the Oppressed NYC. Sulu LeoNimm (they/them) has worked with TONYC since 2011 as a Joker facilitating Forum Theatre Troupes, Joker Trainings, and workshops, and formerly as Program Director. They have a BA in Theatre Studies from Yale. Sulu has been a Brooklyn-based theater artist and physical theater performer since 2003, enthralled with making ensemble-devised work. They created and toured work as co-founder of Pack of Others, and performed with various ensembles in NYC, Denver and Seattle. They are a collaborator on Obvious Agency’s 2024 project, Space Opera.

Daniel Lichtman

(Immersive Collage as a Medium for Collective Storytelling Across Time)

Daniel Lichtman’s research and creative work centers around community-oriented processes of interactive storytelling. Lichtman is particularly interested in how diverse communities can use techniques of game design to tell stories about their own culture and heritage, and to speculate upon their possible futures. Lichtman’s work has been presented at BRIC Arts and Media House, The Queens Museum, ICA (London), CICA Museum (Korea) and other national and international venues. Lichtman is currently Assistant Professor of Game Development and Emerging Media at St. John’s University in New York.

Will Lowry

(Consent and Agency in Narrative Development)

Will Lowry is a scenographer, an Associate Professor of Theatre at Lehigh University (PA), and a Creative Partner with Flux Theatre Ensemble (NYC). He received his MFA in Design from UNC Greensboro. He has created over 150 scenic, costume, lighting, and media designs for theaters along the East Coast of the U.S. and beyond. In NYC, he designed over twenty off-off Broadway productions, and he contributed to multiple Broadway productions as a studio assistant. He also led the creation of the interactive streaming production GPS (Lehigh), and co-created the immersive audio experience Our Options Have Changed (Flux).

Dan Luffey

Dan Luffey lives in Osaka and has been working with Swery for over 15 years. Aside from interpretation he’s also localized games such as The Missing, Deadly Premonition 2, The Good Life, as well as Swery’s novel Dear Ambivalence.

Jordan Magnuson

(How to Make a Game Poem: Game Design as Short-Form Personal Expression)

Jordan Magnuson is an experimental game designer with deep roots in the independent gaming community. He founded The Independent Gaming Source once upon a time, and is author of the book Game Poems: Videogame Design as Lyric Practice. Jordan’s serious games, art games, “notgames,” and “game poems” have been featured by Wired, PC Gamer, Le Monde, and others, shown at festivals and exhibitions around the world, and nominated for a variety of awards including the New Media Writing Prize and the IndieCade Grand Jury Award.

Rebecca McCarthy

(Walking with Death: Learning Holistic Game Design through Adventure Games)

Rebecca McCarthy is a Senior Writer/Narrative Designer at Playtonic Games working on Yooka-Replaylee.

Roger Matthews

(From Stanley Parable to Severance: The Growing Influence of Games on Pop Culture)

Roger Matthews is a Cinematic Designer who specializes in using Unreal to create 3D layouts, Blueprint tools, and scripted cinematic sequences for games, television, and film.

Robin Mendoza

(Big IF: No More Jockeys and the Legacy of the Car Game)

Robin Mendoza is a game designer and writer living in New York. He’s written on narrative design, abandonware, lo-fi culture, and indie esports, and is currently writing an ontology library for the IF authoring engine Dialog and a parser game about postural hypotension.

Nat Mesnard

(World Building, World Breaking: Designing a GM-Less TTRPG Amid Capitalist Ruins)

Nat Mesnard is a game designer and writer based in NYC, and a co-founder of Scryptid Games and Unquiet Games. They have published poetry, fiction, and nonfiction in Vol. 1 Brooklyn, Autostraddle, Blackbird, Kenyon Review Online, and elsewhere. Nat’s game Banned Together, co-designed with Elana Bell Bogdan, is a member of the NYU Game Center Incubator 2024-25 cohort, and their TTRPGs have won multiple ENNIE Awards. They teach interactive fiction and game design at Columbia University, Pratt Institute and Rutgers University–Camden, and for the literary magazine One Story.

Julia Minamata

(Making The Crimson Diamond: How I Put the Words In, and How I Got the Word Out)

Julia Minamata is a solo indie game developer based in Toronto. She self-published and released her first game, The Crimson Diamond, in August 2024. Julia is also a pixel artist (she’s worked on Space Warlord Organ Trading Simulator, Witch Strandings, Recommendation Dog!!, and Bass Reeves Can’t Die, all with Strange Scaffold) and she streams art and retro games on Twitch. Recently she gave a micro talk at GDC 2025, sharing her experiences as a solo indie developer, for the Independent Games Summit.

Florencia Minuzzi

(Local IF Meetups Supergroup)

Florencia Minuzzi is the Writer for Tea-Powered Games, and the other Co-Director and Co-Founder of the company. After a few years of answering such exciting questions as “What could this gene in baker’s yeast do?”, she decided it was time to combine her love of videogames and writing. While working on her company’s conversation-heavy games, she is also a freelance writer, editor and UI designer, helping others improve their games’ narrative and visual presentation.

Shelby Moledina

(Writing Absorbing Stories for Short Attention Spans)

Shelby Moledina is a seasoned game industry leader who has shipped 30+ titles on mobile and console at Double Loop Games, WB Games, DeNA, and Roblox. As co-founder and Game Director at Double Loop Games (2019-2023), she secured multiple funding rounds and industry awards for the mobile studio. These days, she’s the founder of Glowy Pixels Entertainment, pioneering narrative experiences that bridge film and games while advocating for increased VC funding for women founders.

Yoshitomo Moriwaki

(CRISPR for Game Storytelling: Contextual Injection and Narrative Assembly in Epic Tavern)

Richard Bisso, Shawn French, and Yoshitomo Moriwaki are veteran, Emmy and BAFTA-Winning game developer whose credits include the classic Spider-Man 2, Boom Blox, Medal of Honor, The Incredible Hulk, and more. Rich and Tomo own the award-winning game development consultancy Hyperkinetic Studios, based in Los Angeles. Shawn is an expert freelance writer with dozens of successful projects to his credit.

Stuart Moulthrop

(IF Educators Debate AI in the IF Classroom)

Maxwell Neely-Cohen

(The Magazine Model: Lessons From The HTML Review)

Maxwell Neely-Cohen is a writer and designer based in New York City. His nonfiction and essays have appeared in places like The New Republic, SSENSE, and BOMB Magazine. His work in theater, technology, video games, and performance has been acclaimed by The New York Times Magazine, Frieze, and The Financial Times. He is the author of the novel Echo of the Boom. He is currently the publisher of The HTML Review and a fellow at the Harvard Law School Library Innovation Lab.

Nicholas O’Brien

(Re-Learning Narrative Design Lessons from Children’s Books)

Nicholas O’Brien is a game designer, artist, and founder of the solo-studio Essay Games. He makes nuanced, story-driven games about complex issues pulling from extensive research or personal experience. His work has been featured in Kotaku, Rock Paper Shotgun, NOW PLAY THIS!, Wordplay Festival, MAGFest, Rhizome at the New Museum, The Guardian, The Washington Post, and the New York Times.

Dylan Ogden

(How (and Why) to Bore Your Players)

Dylan Ogden is a writer, academic, and game developer with a PhD in Comparative Literature from the University of Michigan. He is fond of cats, mice, and experimental art across various media.

Sam Oppenheimer

(Teaching Writing and Critical Inquiry through TTRPGs)

Sam Oppenheimer is a PhD student at the University at Albany focused on experimental, community-based writing pedagogy. Her dissertation-in-progress is titled Reacting to an Uncertain Future: Collaborative Simulation in the College Writing Classroom. She also works as a Project Lead for ITECA, UAlbany’s Institute for Transformational & Ecosystem-based Climate Adaptation, developing a hybrid table-top/virtual role-playing game about climate change called Earth Quest. She is currently developing a course about socio-technological imagination, a course about anarchic fiction writing, and a TTRPG about pirates and chronobiopolitics.

Nicole Orabona

(pixelSynth: Fostering Audience Interactions Through Bespoke Technology)

Nicole Orabona (they/she) is an award-winning actor, director, producer, zine maker, and committer to the bit. As an actor, they have worked on over 30 interactive productions and prestige immersive events for clients that include Netflix, MGM, and Nihaarika Negi’s VR piece A City of Foxes. On-screen, you can see them opposite Claire Danes in Hulu’s “Fleishman is in Trouble,” recurring as Det. Arielle Lehane on “Law and Order,” or in the upcoming season of “Poker Face” with Natasha Lyonne. With their partner Nathan Leigh, Nicole founded cirqueSaw to produce work at the intersection of live performance, film, and games. Together, they created the award-winning interactive pieces Void Main and POV: You Are An AI Achieving Consciousness (Young-Howze Awards Immersive Production of the Year 2023, No Proscenium Special Editor’s Award 2024). Nicole has directed new works at Feinstein’s/54 Below, The New Ohio, and TheatreLab. Additionally, they were a member of the 2022 Moxie Arts Incubator cohort, a 2023 recipient of a Mass Cultural Council Grant, a finalist for the 2023 R.Evolución Latina Doreen Montalvo “Do It Anyway” scholarship, and a member of the 2024 Assets for Artists Pittsfield Capacity Building cohort.

A. E. Osworth

(Sing to Me, Oh Glitch!)

A.E. Osworth is a transgender novelist. Their debut, WE ARE WATCHING ELIZA BRIGHT, was a finalist for the Oregon Book Award and was long-listed for The Center for Fiction’s First Novel Prize, the Brooklyn Public Library Literary Prize, and The Tournament of Books. Their next book, AWAKENED, is forthcoming from Grand Central Publishing in April 2025. They are a lecturer at the University of British Columbia’s School of Creative Writing where they teach fiction, interactive fiction, and new media.

Daniel Park

(Democracy, Now!: Participatory and Co-Creative Design for Collective Liberation)

Daniel Park (he/him) is a queer, bi-racial, theatre and performance artist, movement facilitator, and organizer for racial and labor justice in the cultural sector. Through all of the above, his work brings people together to understand and experiment with their individual and mutual roles in bringing about the liberation of all people. Since moving to Philadelphia in 2014 Daniel has become a leader for radical thought in the local creative ecosystem and a trusted national source for guidance on the intersection between cooperatives and the arts.

Judith Pintar

(IF Educators Debate AI in the IF Classroom, Immersing the Mind’s Eye: Is there a place for IF in VR?)

Judith Pintar is the Director of the Game Studies & Design program at the University of Illinois Urbana-Champaign. She is a sociologist and a long time IF author. She served two terms on the Board of Directors of the Interactive Fiction Technology Foundation, and is the current chair of the IFTF Education Committee.

Everest Pipkin

(Like the Last 20 Minutes of a Movie: Adapting the Falling Action of Cinema for Games)

Everest Pipkin is a game developer, artist, and educator who works in games and software tools across the handmade web– as well as on paper through books, zines and drawings. They have shown and spoken at The Design Museum of London, The Texas Biennial, The XXI Triennale of Milan, The Photographers Gallery of London, Center for Land Use Interpretation, and currently teach game design at the Pratt Institute.

Andrew Plotkin

(Local IF Meetups Supergroup)

Andrew Plotkin helped launch NarraScope.

Angelique Po

(Local IF Meetups Supergroup)

Angelique Po is a professional organist from Vancouver, Canada. She likes IF games and joined the Seattle/Tacoma group during the lockdowns.

Ashley Poprik

(Cringe to Career: How Fanfiction Creates Great Game Writers)

Ashley “Ash” Poprik is a senior narrative designer on Destiny 2. She is a writer who is known for video games such as Call of Duty: Black Ops 6 and Marvel’s Spider-Man 2. Ashley values creating narratives that reflect human experiences that audiences can resonate with and learn from.

Colin Post

(Gaming Collections and Services in Libraries)

Dr. Colin Post is an Assistant Professor of Information, Library, and Research Sciences at the University of North Carolina Greensboro. His research and teaching focus on archives and special collections, with a particular focus on how libraries preserve digital culture.

Alyssa J Rodriguez

(Your Dating Sim Doesn’t Need to Subvert the Genre)

Alyssa J Rodriguez is a Latine Indigenous 2D artist and narrative designer. Through collaborations with the American Museum of Natural History and Anima Interactive, she has designed games and interactive installations that aims to connect and explore cultural narratives within natural science.

Héctor Rodríguez

(NarraScope Papers Presentation: Speculative models: Interactive Fiction as an Artistic Medium)

Benjamin Rosenbaum

(Absurdly Elaborate Tools and Techniques For ChoiceScript Development)

Benjamin Rosenbaum is the author of the Nebula Award nominated Jewish historical fantasy interactive fiction game “The Ghost and the Golem” (Choice of Games, 2024) as well as The Unraveling (Erewhon, 2021, Otherwise Honor List), a far-future coming-of-age novel of love and social unrest; the short story collection The Ant King and other stories (Small Beer, 2008); and the Jewish historical fantasy tabletop roleplaying game Dream Apart, which was published together with Avery Alder’s Dream Askew, launching the “Belonging Outside Belonging” family or roleplaying games (Buried Without Ceremony, 2019). His work has been translated into over 20 languages, and nominated or shortlisted for Hugo, Nebula, BSFA, Sturgeon, World Fantasy, Locus, and Ennie Awards. He lives near Basel, Switzerland with his family, and serves on the board of Migwan, Basel’s Liberal synagogue.

Edmundo Ruiz Ghanem

(Lessons in Adapting Graphic Adventures to Nintendo Switch While Maintaining Design and Narrative Intents)

Edmundo Ruiz Ghanem is a seasoned developer and the chief at Clickpulp, a studio focused on creating intuitive and accessible user experiences for the web, mobile, and video game consoles. He is also an adjunct faculty member at Harrisburg University’s Interactive Media and Game Design programs.

Dain Saint

(Local Hero Keynote - Change Reality: Fighting Futurelessness with Interactive Storytelling, Democracy, Now!: Participatory and Co-Creative Design for Collective Liberation)

Dain Saint (he/they) is a storyteller and artist based in Philadelphia. Their work imagines an abundant world without hierarchies. As co-founder of Cipher Prime Studios, he produced ambient games as part of Philly’s indie game scene for over ten years. As an journalist with the Philadelphia Inquirer, he used his tech skills to direct Emmy-awarded stories and make information more accessible to the public. They are currently building Futurefull, a collaborative studio telling stories about better futures and the roads we take to get there. He is a frequent speaker on the topics of philosophy, technology, and social change, and would really, really like this bio to be over already oh my god.

Gene Santiago-Holt

(NarraScope Paper Presentation: How do non-linear, experimental digital and literary narratives within the Puerto Rican diaspora disrupt colonial discourse and resist systemic assimilation?)

Mori S.C.

(We’re All in This Together: Using Creative Commons as a Game Design Philosophy and Foundation for Community Building)

Mori is a fiction writer, game developer, visual novel aficionado, and champion of all artists, everywhere! His stories tend to be about queer characters overcoming strange and twisted scenarios with the goal of showing that there’s always meaning in life and you are never alone. His debut project, “Perchance to Dream”, uses dating sim mechanics to tackle complex issues of mental health ethics, necropolitics, queer identity, and more!

Rebecca Slitt

(Help! I Accidentally Wrote A Sequel!)

Rebecca Slitt is an editor and publisher of interactive fiction for Choice of Games and its spinoff romance label Heart’s Choice. She has edited over 30 interactive novels, including Nebula finalists The Luminous Underground, The Martian Job, and The Road to Canterbury. As an author, she has written the YA Psy High series for Choice of Games, and has contributed to several tabletop roleplaying games, including Timewatch, Noirlandia, and Geist. With her PhD in medieval history, she can find you the best takeout in twelfth-century London and make sure that your dragon combat follows the rules of chivalry.

Isabelle Smith

(Crafting the Texture of a City in Abigail)

Isabelle Smith is a game developer and writer attending NYU’s game design MFA. She received her BA from UCLA’s theatre program, and her interactive play Stories to Get us Through the Night was produced last year at Brick Aux in Brooklyn. Her fiction writing can be found in the Living Room Zine. She is a member of Games for my Computer, the team behind Growth Spurt: A Meandering Intermission into the Afterhours of a Miscalculation, which has been nominated for an IGF and an A MAZE. award. She had 7 wisdom teeth but they’re not in her mouth anymore, so you can play her games at i-miss-my-wisdom-teeth.itch.io/.

D Squinkifer

(Intrinsink: Building an Open-Source Interactive Theatre Web App)

D. Squinkifer, often known as Squinky, is a transgender and neurodivergent multidisciplinary artist who cofounded Soft Chaos, a Montreal-based worker cooperative game studio. When not designing and programming games and other interactive experiences, they play the euphonium and dote on their beloved cat, Neko.

Michael Stage

(Local IF Meetups Supergroup)

Michael Stage has taught astronomy, physics, and/or run observatories, at UMass, Amherst College, Mount Holyoke College, and Westfield State University, and has led digital tutorial/homework development teams for McGraw-Hill Higher Education. He’s currently using IF tools to build his own tutorial games for difficult astro/physics concepts, as presented at NarraScope 2024. After hanging around the Boston IF (aka People’s Republic of Interactive Fiction) for a while, he took over moderating the discussions earlier this year.

Katryna Starks

(IF Educators Debate AI in the IF Classroom, Puzzle as Story: Researching the Roottrees)

Josh Stead-Dorval

(“Can I Borrow Your Shoes?” The Theory and Practice of Empathy in Video Game Narratives)

Josh Stead-Dorval is a writer and narrative designer passionate about telling stories in new and unique ways. Freshly graduated from the University of Rochester, he’s been accepted to masters programs in Game Development and Interactive Storytelling Design by institutions in the US and UK, and he currently works with a team at MAGIC Spell Studios on Peaceland: Choose Your Memory, a game about empathy building in post-war zones. He is also an amateur physicist, a battle-hardened viola player, an aspiring pickleball champion, and obsessed with The Stanley Parable.

Zoyander Street

(Intrinsink: Building an Open-Source Interactive Theatre Web App)

Zoyander Street is a neuroqueer and disabled artist based in South Yorkshire, England. Their transdisciplinary practice includes live theatre with game-like interaction and videogames for gallery spaces. They are a Sheffield Theatres supported artist, and fellow of the Imaginary College at Arizona State University’s Center for Science and the Imagination.

Hidetaka “SWERY” Suehiro

(Vision Keynote - “Between You on That Side of the Screen and Me on This Side”: How to Bridge the Gap Between Protagonist and Player in Interactive Storytelling)

Hidetaka “SWERY” Suehiro began his journey in game development in 1996, working on various projects before earning widespread acclaim with his directorial role on Deadly Premonition. Released in 2010, the surreal horror-adventure gained a Guinness World Record as the “Most Critically Polarizing Survival Horror Game,” establishing SWERY’s reputation for innovative storytelling. Building on this success, he founded White Owls Inc. in 2016, where he created narrative-focused titles such as The Missing: J.J. Macfield and the Island of Memories, praised for its bold themes, and The Good Life, notable for blending life-simulation with mystery elements. Throughout his career, SWERY has consistently challenged genre conventions, which led to his recognition at various international festivals. Most notably, he received the 2024 IndieCade Trailblazer Award, an honor celebrating his influential contributions to independent game development. Looking ahead to 2025, SWERY continues to expand his creative horizons with two highly anticipated projects: the horror-themed Death Game Hotel, exploring virtual reality and psychological tension, and Hotel Barcelona, a collaboration with Goichi “Suda51” Suda that promises another eccentric twist on the horror genre. Committed to pushing boundaries in design and narrative, SWERY remains a leading figure in the global gaming community, inspiring both players and developers alike.

Tristan J Tarwater

(Lost and Found in Translation: Converting TTRPG Experiences into Video Games)

Originally from NYC, Tristan J. Tarwater now lives in the Pacific Northwest. When not writing the words that come between the beep boops, they like to eat good food, do karaoke and teach ESOL to adults. AKA backthatelfup, they sometimes write fiction, TTRPG stuff and comics. You can find out more about them and their work at: www.backthatelfup.com

Hannah Tinti

(The Superhero Test: Designing Dynamic Characters)

Hannah Tinti is the author of three works of fiction: The Good Thief, Animal Crackers, and The Twelve Lives of Samuel Hawley, which is in development for television. She teaches creative writing at New York University’s MFA program and co-founded the award-winning literary magazine One Story, which will begin featuring Interactive Fiction in 2025. For more info visit: one-story.com

Leena van Deventer

(Dead Static Drive’s “Novella” Narrative Engine for Unreal)

Leena van Deventer and Mike Blackney made Dead Static Drive, and Leena sits on the board of the IFTF. They are based in Melbourne, Australia.

Jet Vellinga

(Inara’s Banquet: Serving Ancient and Interactive Drama)

Jet Vellinga is a transmedial storyteller, specialized in non-linear screenwriting, worldbuilding, and immersive theatre. She’s the founder and director of Illuyanka Studios and her first commercial title, The Evil Ex Game, is set to release this year. She holds an MFA from New York University’s Game Center and an MA in Classics and Ancient Civilizations from Leiden University. She is a full-time lecturer in games and screenwriting at the University of East London. She has also held positions at NYU and Parsons School of Design.

Camerin Wild

(Lost and Found in Translation: Converting TTRPG Experiences into Video Games)

Camerin Wild is a writer whose journey through storytelling has taken them from documentary film to games and beyond. With contributions to titles like Usual June, God of War Ragnarök, South of Midnight, and Winter Burrow, they hope to help resonant stories find their place in the world. Their favorite things include all black clothing, crafting, and their Shih-poo with the soul of a human man.

Brigitte Winter

(This Game Is Garbage: How Form Can Inspire Play in Diceless TTRPGs)

Brigitte Winter is an author, photographer, and award-winning narrative game designer. She is also a Co-Founder of Scryptid Games. She was a 2023 Dicebreaker Tabletop Awards Finalist for Designer of the Year, and her first full-length TTRPG, Psychic Trash Detectives, won the 2024 CRIT Award for Best Indie TTRPG and Best Cover Art. The capacity of storytelling to connect, inspire, and incite is central to Brigitte’s art and her activism, and she consumes and creates stories that are queer, feminist, intimate, and deliciously weird.