Last year we had a magnificent time and would like to thank everyone for coming. There were workshops, talks, an outdoor game jam, a business cargo-cult themed LARP in the woods, and all kinds of physical making with cardboard, play-doh and marker pens for the purposes of game design, learning, experimentation and play. We fixed up the Doom Piano. We did Curiosity Live with an actual cube of concrete. We put on a screening of Andy Kelly’s Other Places. We revelled in the beauty of videogames, virtual worlds, and a real world with three days of perfect summer weather. We carved out a space unlike any other in the world, for game designers to talk about and practise game design. It was the best Feral Vector yet and we’d like to thank you all very much for coming, doing things and making things.
It was sponsored by Crows Crows Crows, Boneloaf, Twisted Tree Games, and Sheridans, with a little help from A Maze, and Patrick Ashe too. Crew were the magnificent Liz Rainsberry, Beck Michalak, and Andro Dars. None of it could have happened without all of the people and organisations above.
Thank you all so much; Feral Vector 2016 was so close to what we’ve always wanted it to become. Join our mailing list to hear the instant we can tell you anything about 2017. We send like, six or seven emails per year max.
Feral Vector takes place in an old church next to a wooded ravine, in the town of Hebden Bridge. It has workshops, talks, interviews, live games, local multiplayer, Q&As, performances, walks, and other things. It’s centred on the subject of game design, its wider influences, the places people think it should go next, and the neglected, ignored places it’s already been.
This is not like other game design events. We avoid conference venues. There are usually multiple things going on at once, in different rooms. Any presenters we have are invited to do whatever they want, and that doesn’t have to be a talk if that’s not their kind of thing. Feral Vector is primarily about design, in a way that’s still accessible to non-industry people. If you feel like an impostor at games events, you’re not only welcome here, we encourage you to attend. The audience is friendly, and the event is fundamentally about outside influences, accessible tools, and the fringes of game design. Because that’s where the most interesting stuff happens.
If you’d like to propose a thing for the next event, ask if we’re interested in your game / performance / sculpture / art project, or anything else, get in touch with us: email@example.com. Press information and assets are available here.
Feral Vector happened in London until 2015, in venues including Battersea Arts Centre and the Motorschiff Stubnitz, moored at Canary Wharf in London. There are some photos of that one here. In 2015 though, we moved it to Hebden Bridge and found we could suddenly do so many things that we always found impossible in big cities.