Two companies win Creative Europe MEDIA funding


Congratulations to Tribal City Interactive and Pewter Games Studios on their Creative Europe MEDIA Video Games 2017 funding awards!

Tribal City Interactive received €115,000 to help develop their project, Tir Anann. Pewter Games Studios were awarded €150,000 for their game, Athanasia. 

In total 32 European Video Games were selected for a total amount of €3,729,550.

Since 2013, three Irish game companies have received €435,000 in funding awards – Tribal City Interactive (2 awards); Story Toys; and Pewter Games Studios.

The next call for the Video Games Development scheme will be announced in the Autumn with a deadline expected in February or March 2018.

For more see


2017 Imirt Board elections – call for nominees

The 2017 board elections for Imirt, the Irish Game Maker’s Association, will happen in September.

There will be four seats available for nominees to fill (it was three last year). Being on the board of Imirt means you steer the agenda and implement the goals of the organisation.

To become a nominee you simply need to be a member of Imirt and e-mail expressing an interest (i.e. you self nominate).

We will then ask for your bio, goals, and optional photo to put on the Imirt website in the run up to the elections.

If you have any other questions or suggestions see

Eden Isle now available in the Apple App Store

New sim game lets you create your own holiday paradise – a little piece of Eden in your pocket!

Available worldwide from today, Eden Isle: Resort Paradise is a quirky game for iPhone and iPad that lets players build and manage a holiday resort. Work towards making a five-star vacation spot, while catering to guests ranging from out-of-touch indie rock stars, to wacky inventors, to reality show producers, each with their own backstory. Developed by Dublin-based game studio Simteractive, it’s the first game of its kind developed in Ireland.

Eden Isle offers a new take on the management sim genre. Players can enjoy compelling resource management gameplay but also get to know their guests. This is done by offering the player more than 200 bite-sized stories presented by the guests of the resort, requiring action by the player to improve the resort and to help the guests have a good time. Unusual wedding proposals, time travel attempts, philosophical pondering, expressing an unnatural love of gnomes and getting ahead of the B.P.G. (Butterfly Protection Group) are just some of the antics your guests will get up to on Eden Isle.

The player starts with a small patch of land on a tropical island and builds some Eco-Friendly Tents and a Huggable Tree. This attracts Treehuggers, the first guest type, to the resort. As the player progresses they can attract more guest types – Glampers, Hipsters, Fashionistas, Selfie-Lovers and Backpackers. Each guest type has their own requirements, preferences and personality, showcased by vivid character animations. Glampers (fans of glamorous camping) will visit once you have an Outdoor Experience Centre, an activity that lets them experience the joys of the outdoors from the comfort of being indoors. Hipsters want a Beard Artistry Centre and an Un-Hotel (regular hotels are just too mainstream).

One of the features that makes Eden Isle stand out from other games in the genre is the ability to track every single guest in the resort and to monitor their individual needs and happiness levels. Guests have five different needs – hunger, thirst, rest, shopping and fun, which are fulfilled by the different types of building in the game. Although the intuitive controls and elegant path editing system allow anyone to easily pick up and play the game, players who want more depth can tweak business prices and quality levels and create an optimal resort layout to maximise profits and guest happiness.

The game has a beautiful and unique art style. On developing the art style, lead artist Cloud Bai said “I started to draw and paint the structures and lovely details by hand, brush by brush, softly and smoothly. I hope people who play will love the game and enjoy the sunshine and relaxation, without the worries of everyday life”.

Creative director Elaine Reynolds said “I grew up playing games like SimCity, Theme Park and Theme Hospital and I was lucky to work alongside the creators of some of my favourite games when I worked at Lionhead. As a lifelong sim game fanatic, creating a sim game has long been a dream of mine so I’m delighted to release Eden Isle worldwide.“


Eden Isle: Resort Paradise
Eden Isle: Resort Paradise

ShipItCon 2017 & Diversity

ShipItCon 2017 takes place on August the 25th in the Mansion House in Dublin.

ShipItCon is a conference about shipping software safely, and delivering value through rapid feedback cycles. We’ve got speakers from different size companies talking about how they ship their products, and about how they provide customers value through delivering often.

Talks range from technical deep dives to shipping philosophy to QA practices, all with the focus on creating higher value through frequent small deliveries.

This is a non-profit event, organised by volunteers and any remaining funds will be donated to a local charity.

For details of our Keynotes, speakers and other news check us out on Twitter @shipitcon or at

In addition, the goal is to create a safe, diverse and inclusive environment for all. As well as their Code of Conduct  they are offering a “Diversity and Inclusion” discount. Contact the organisers if you would like to hear more and if you think you might qualify.

If you are from an under-represented group in the tech industry but would love to learn more about shipping code then please join us and help #ChangeTheRatio

ShipItCon’s Platinum sponsors are Demonware, DIGIT Game Studios, Workday and Dynatrace. The full list of sponsors for the event can be found at

See their event page at

Network In Play

Improving Diversity at Game Related Events – Some Reflections

Network In Play Logo

In the Spring of 2016 our Network in Play project ran surveys of GameCrafts in Dublin and Limerick to understand who attends these events and to better understand what skills and knowledge were co-constructed. The full results of these surveys were described in The Diversity Game feature here on –

What emerged was that existing events tend to attract a cohort of mostly young, male attendees with a majority of programmers either studying or working.

GameCraft is not unusual here – observation at other local games and technology events would suggest we all need to think a little harder about improving diversity.


In the summer of 2016, the Network in Play research project worked with key local partners to design and run three beginner game design and development workshops. The workshops sought to address the lack of gender and skill diversity which emerged in our surveys.

We  built upon the advice of the AlterConf event held in Dublin ( in the summer of 2016, and our research collaborators in the Refig network (

Our workshop goals were to attract increased participation from a wide variety of art, design and creative backgrounds; women; and people with no game development experience.

Firstly, our publicity highlighted that these workshops were ‘diversity’ and ‘female friendly’ and ‘beginner’ events.

Secondly,  we advertised our events widely outside of existing game specific media channels including on art, creative and design networks.

Thirdly, we developed a Code of Conduct and we put it front and centre in our online registration system, to make certain that everyone was aware of their rights and responsibilities as attendees, including the tutors.

Fourthly, in order to make the workshops as accessible as possible, we did not charge a registration fee. We also provided a free lunch.

Fifthly, we ran them as four hour long events, rather than full day events.

Finally, we carefully planned the event in collaboration with our tutors so that the tutors understood who would be attending and what we were trying to achieve.


We held three different four-hour workshops over the course of three consecutive Saturdays, each with a different theme, building logically on the one before.

Workshop #1: Board Game Design:
This workshop focused on the design of non-digital games, using board games and card games to illustrate basic game mechanics and design concepts. Part of this workshop involved groups of participants working together to design a drafting card game.

Workshop #2: Interactive Fiction:
This workshop used the software tool Twine to illustrate the concept of interactive fiction and non-linear storytelling, and to demonstrate how the tool could be used to write and publish a text-based digital game. As a part of the workshop, each individual used Twine to create an interactive fiction story.

Workshop #3: 2D Games in Unity with Fungus:
This workshop used the Fungus suite of tools to create two-dimensional games within Unity. The workshop introduced the Unity development software and Fungus, after which participants completed a set tutorial designed to provide practice making games with these tools.


Due to space and other logistical restraints, we capped the number of registrations at 20 each week. There was a great amount of interest in the workshops and each event had a full 20 registrations, plus a waiting list. However, the number of people who actually turned up was considerably smaller. 7 people attended the board game workshop, 10 attended the interactive fiction workshop, and 14 attended the 2D games in Unity workshop.

We were surprised by the low turnout to the workshops, but there are a few reasons that may help explain it. A number of attendees on the first two weeks expressed having difficulty locating the venue. Additionally, there was torrential rain on the Saturday of the first workshop.

Another reason may have been that our events were free-of-charge. While this was meant to encourage attendance, it also meant that registrants had nothing to lose by not attending. It may be better to institute a nominal registration fee of 5 Euro, which would cover the cost of providing lunch. Or we could keep the event free and let people bring their own lunch.

There may have been other things that we could have done to encourage attendance. One of these would have been to increase the accessibility of our events: for example, we did not have the resources to provide childcare facilities, and many of those who had to cancel stated that they had been unable to find care for their children. Additionally, our first venue was not handicap-accessible.

The rise in attendance over the course of the three weeks may have been due to word-of-mouth publicity: many attendees at later events reported hearing about the workshops from those that attended the earlier events. We had a large number of repeat attendees.


We gauged user experience and workshop effectiveness through registration questions, exit surveys, and participant observation[1].

Attendees at our events were predominantly women, mostly from the 25-34 age group. Our attendees were also predominantly white:


Each session built upon the previous session, and each showcased different aspects of game development.

The first session illustrated how game design mechanics work in concert with one another, using the concepts of set collection and drafting in card game design. The workshop also highlighted the benefits and challenges of collaborative game design, as participants worked together in groups to craft their games.

The prototypes developed included card games featuring flower arrangement and dressing snowmen, and participants were pleased with being able to express creativity in their designs. The different artistic backgrounds that participants brought to the sessions was evident here, as participants sketched various concepts on notepads and on the cards themselves.

The second session introduced the concept of narrative, highlighting how storytelling in a game is unlike that in other, linear texts. The session highlighted the difficulties of containing a branching narrative, as well as managing player freedom in order to better serve gameplay and story. Each participant produced his or her own story, though some who knew each other outside of the workshop collaborated to work on an idea that they had been incubating for some time.

The third session used existing software tools with participants using the Fungus tools in Unity to work through a set tutorial. The tutors highlighted not only the correct way to complete the tutorial, but also a number of pitfalls that users could run into along the way, highlighting the procedural nature of the software and keeping participants aware of the importance of computational thinking while developing.

Participants had different levels of familiarity with the software and different levels of fluency with computers, but those who were experienced offered help to those who were not. Participants were so enthusiastic that everyone, including the tutors, elected to stay for an hour after the session was scheduled to finish and continue working.


Our diverse publicity channels and our inclusive language in our publicity worked very well: we saw much greater participation from women, and we had attendees with a much more diverse set of skills. While our decision to make the workshops free of charge was something of a double-edged sword (as discussed above), it did have a positive impact in that we attracted some attendees who were unemployed.

Furthermore, our code of conduct and the language and content of our workshops was positively received by all attendees: 100% of those who attended reported feeling welcome both by conference organisers and other attendees, and also expressed interest in attending more events. Attendees also praised our tutors, showing the benefit of having tutors who were both experienced game designers and experienced teachers.

While the events were positively received, there is still some room for improvement. Our “diversity-friendly” workshops were successful in attracting more women and individuals with non-technical backgrounds, but there is room for improvement. We hope in the future to accommodate child-care needs, greater accessibility (such as wheelchair access), and a more racially diverse group of attendees.We also hope to build a community of practice.


We hope that this feature will be useful to others who are running game related events in Ireland and are interested in improving diversity. In 2017 we hope to run further events that will build upon our experience and bring these workshops to venues outside of Dublin.

Furthermore, we hope to engage with other stakeholders to help support diversity, inclusivity and address discrimination in informal learning environments. We think our experience should be relevant to meetups and other voluntary training and networking events.  Do get in touch if you are interested in becoming involved. Many thanks to our funders, hosts, supporters and tutors.


Refig safer Space Policy guidelines –

Network in Play Code of Conduct –

Alt Conference –


Joshua D. Savage is a PhD student at Maynooth University and is also involved in research initiatives at Trinity College Dublin and DCU. He has worked as a freelance writer and designer since 2011 and has researched games since 2001.

Dr. Aphra Kerr is a Senior Lecturer in Maynooth University. She established back in 2003 and she has been researching games since 2000. She is a collaborator on the ReFig project.

Vicky Twomey-Lee runs diversity-friendly tech workshops and events for Coding Grace and PyLadies Dublin, and is also a collaborator on the ReFig project. She also co-organises GameCraft (game jams) when she gets a chance, and still has a fondness of retro games. She’s currently working as a tech content curator for a tech event called 404.


[1] Participant Observation is a research technique in which a researcher joins an activity or event as a participant, but also observes the activity and keeps notes about both the experience of taking part in the activity and the behaviour of other participants. This is generally done with the full knowledge of the other participants, as was the case with this research.


The Darkside Detective released today

The Darkside Detective


The Darkside Detective is a classic point and click adventure game with a distinct sense of humour. It has been released today for PC, Mac and Linux.

Noir Lore

Where cultists crawl, where demons dwell, where the occult… occults? you’ll find Detective Francis McQueen, the sole member of the criminally underfunded Darkside Division. When evil darkens the doorsteps of Twin Lakes City – hell, even when it just loiters around shop fronts or hangs out in shady alleyways – he’s there, ready to investigate the cases that nobody else will. He is The Darkside Detective.

Join Detective McQueen and Officer Dooley as they investigate 6 bizarre cases. From the occult to the supernatural, anything is possible in this micro adventure game.


The Making of

The game was born at the Galway Game Jam in November 2014. Its original demo created in under 8 hours by Paul Conway & Christopher Colston. The short prototype proved to be quite popular after it was posted online, convincing the team that there was life in creating an extended game. Dave & Tracey McCabe joined the team as a writer and programmer respectively, with Ben Prunty coming onboard as a composer.

The main aim of the team is to deliver a series of small adventure stories all wrapped up into the one game. Come and join Detective Francis McQueen as he investigates the most bizarre and obscure cases that come across his desk. From the occult to the supernatural, anything is possible in this micro adventure game.


  • I enjoy humor in games, but it’s rare that I genuinely crack up. DoomCube’s The Darkside Detective demo had me laughing consistently with its silly sense of humor…
  • Darkside Detective looks like it might be a nineties Lucasarts take on Ghostbusters, by way of Columbo.
  • Looking for a new point-and-click adventure game to get excited for? Well, Darkside Detective may just be up your alley…
  • …it’s got a nice-‘n-breezy sense of humour running throughout.
  • …a great moody soundtrack and wonderful dark, yet colorful pixel art graphics.
  • There certainly is an undeniable charm to the game, with a sense of humor that pokes fun at all the other detective stories that take themselves way too seriously.
  • …definitely has potential

Get it

The Darkside Detective
The Darkside Detective
Developer: Spooky Doorway
Price: 11,49 €

Humble Bundle Version

TouchPress (Dublin) Multiple Roles



Image result for touchpress

TouchPress Inc, (formerly StoryToys)  make educational apps for children and are looking for candidates for multiple roles.

The company which is behind the hugely successful My Very Hungry Caterpillar franchise is based in Trinity Street, Dublin.

The vacancies are for:

*Build Engineer
*UNITY Engineer
*Full Stack Senior Developer
*Graphic Designer/Art Director
*Project Manager

These vacancies are full time.

For more info and to apply go to:


Marketing Role – Galway City

We are recruiting a Marketing Ninja (yes, that’s a real job tittle) to join our small, world class, high performing team of game designers, artists, developers, animators and testers.

The role is full time permanent and salary will be negotiated on second interview.

The ideal person will be ready to hit the ground running on a major project, executing the marketing plan of an upcoming launch while undertaking a variety of marketing projects for the existing game portfolio.

Exciting and challenging day to day work will include:
– Interacting with international Journalists, Bloggers, Reviewers, Streamers by phone and email.
– Writing PR, articles, player community content, posts.
– Producing screen recordings, live videos, gifs, memes.
– Interacting with our player base through email, forums and numerous social media accounts.
– Building and managing a network of relationships with other community managers.
– Managing website content, building micro sites and landing pages.
– Running competitions and organising events.

… and loads more, so the person needs to be used to high performing environments with lots of personal responsibility given and hard work and high output expected.

To apply for this position please email with:
1. A summary of any complex marketing projects you have executed and the results achieved
2. Links to fun content you have written
3. Links to game related forums where you contribute
4. Links to any websites or landing pages you have built and a summary of the tools you used
5. Examples of PR which you had published in major media

If you are interested in establishing a career in game marketing but don’t have experience in this field, we may consider an internship in addition to this role – so please specify when you contact us.

More information available at

Graphics Programmer Role – Galway City

We’re looking for a Graphics Wizard (that’s an official company title) to join the 9th Impact team. You might be familiar with the role from such job descriptions as Graphics Programmer or Rendering Engineer.

The role is full time permanent based in the magical city of Galway and salary will be negotiated on second interview.

The candidate will have a passion developing amazing visual effects and love the challenge of optimizing for mobile. You will have strong maths background, an eye for detail, artistic flair, code in C# and have experience in Unity engine.

Day to day tasks will include:
Designing & developing materials, fluids, particles and special effects
Perfecting shadowing and lighting within constraints
Optimizing frame rates, achieving data compression on textures, meshes
Solving mathematical geometry problems in motions, collisions and culling

… and loads more, so the person needs to be used to high performing environments with lots of personal responsibility given and hard work and high output expected.

To apply for this position please email with:
1. A list of any engineering/physics/maths/game dev qualifications you have and your final grades
2. A link to your portfolio or your GitHub or attach examples of shaders, ray tracers or videos of effects you’ve created
3. Links to games you’ve worked on and specify your role in each
4. Any other cool stuff you want to share

If you are interested in establishing a career in graphics programming, are familiar with unity but not FX or vice versa, we may consider a junior position with training – so please specify when you contact us.


More information available at

FreemantleMedia & 9th Impact Sign Danger Mouse App Deal

FreemantleMedia Kids & Family has announced today that it has signed a deal with award-winning Irish studio 9th Impact to produce a Danger Mouse licensed app.

The Danger Games app will be available globally on App Store and Google Play Store this summer. Taking the episode Quark Games as its inspiration, The Danger Games app takes fans on a mission-busting journey which allows users to interact with the World’s greatest secret agent on multiple levels.

Ahead of its anticipated release, the app will be unveiled to the public this August at Gamescom in Germany.

Danger Mouse burst back on to CBBC in 2015, the high-octane comedy animation follows the adventures of the eponymous secret agent and his ever faithful sidekick Penfold as they engage in all manner of mind-blowing missions aided, abetted and aggravated by a menagerie of old and new allies and adversaries.

Tessa Moore, SVP Global Brand Management FremantleMedia Kids & Family said: “With the second series of Danger Mouse back on CBBC screens this year, we are thrilled to be working with 9thImpact on this exciting new digital partnership. We hope consumers will have as much fun interacting with these innovative games as they have watching the show.”

9th Impact is an award-winning game development studio based in Galway, Ireland. With a workforce of, Irish artists, French animators, German and Irish engineers developing mobile games in partnership with other artists, studios or rights owners.

Finn Krewer, Head of Development at 9th Impact said: “Our team are all huge fans of Danger Mouse and our mission is to make a game that our fellow fans of the show young and old will love. We’ll be releasing snapshots of the game as it develops on the game’s website and social media.”

To celebrate today’s announcement, consumers can get their hands on a free sticker pack full of characters from the world of Danger Mouse exclusively for iMessage users available on the App Store.  Link to iMessage Stickers:


The Little Acre now out on iTunes

The Little Acre is now out on iPad and iPhone.

The Little Acre follows the story of Aidan and his daughter, Lily, set in 1950’s Ireland. After discovering clues as to the whereabouts of his missing father, Aidan begins investigating until he inadvertently finds himself transported to a strange new world. Ever the hero, Lily sets off after him, encountering her own perils along the way. Featuring full voice-acting and hand-drawn animation, The Little Acre is a memorable, lovingly crafted adventure game.

The Little Acre is developed by Pewter Games, alongside Executive Producer Charles Cecil (Broken Sword, Beneath a Steel Sky).

Well done all!


-Two playable characters
-Traditional hand-drawn animation
-Unique perspective transitions
-Beautiful original score
-Fully voice acted
-Text Available in English, French, German, Spanish, Brazilian Portuguese and Russian.


The Little Acre
The Little Acre
Price: €3.49


Inspirefest Family Fringe – GameCraft Unplugged

GameCraftThis year’s Inspirefest 2017 will again include a range of Family Fringe events.

Hosted at Accenture’s The Dock building on 8 July, the free event is set to have some of Ireland’s most exciting workshops for kids, allowing them to create whatever they like, from board games to their own soft robots. Familiar faces from, GameCraft and Coding Grace will be involved along with a host of others. and GameCraft will be collaborating with Inspirefest to run two workshops  that allow children who love board games (and their parents) to put their good ideas to work and create their very own games, with GameCraft UnPlugged providing all the necessary tools.

Each game session will be 1.5 hours each, one in the morning and one in the afternoon. Materials are provided on the day to make your crazy game, you don’t need to bring anything but you and your family. Come along, say hello or join in.


Attendance is free but you must register in advance via eventbrite –

Senior Unity Developer role Dublin City

At Kitman Labs, we want to revolutionise preventative health and optimise performance. We’re doing that by building software that enables world class sports teams to perform at the peak of their abilities. Our clients are elite professional and international squads in sports like rugby, soccer, American football, baseball and basketball.

About the Job

At Kitman Labs, we’re focused on helping our customers collect data in real time and turning it into actionable insights that they can use to reduce the risk of injury and optimise the performance of their athletes.

Our computer vision tools allow customers to perform efficient and accurate biomechanical screenings using consumer technologies like the Microsoft Kinect. We’re looking for Unity developers to join the team and help us develop those tools and provide an amazing user experience. The ideal candidate should enjoy writing clean, efficient, and tested code for a shared codebase.

We expect each engineer to help define what their priorities should be, but some projects we imagine you working on would include:

  • Research and prototype new techniques to improve the accuracy of the data we collect
  • Developing new user interfaces for screening large numbers of users
  • Work closely with our product and design teams to create new computer vision tools


Skills you definitely have

  • A minimum of three years experience in Unity3d
  • At least one shipped Unity3d project
  • Experience working in a team environment
  • Experience with source control systems such as Git, SVN or Mercurial

Skills that will help, but aren’t a requirement

  • Experience using Microsoft Kinect
  • Experience creating 2D and 3D assets
  • Experience developing with the Unity SDK for Windows Store
  • Experience with automated testing of Unity applications

Contact for more information.

Win Student tickets to Inspirefest 2017

inspirefest logo-2017

Many of you will know that the Inspirefest conference is coming up in early July. The main conference runs from July 6th & 7th in the Bord Gáis Energy Theatre in Dublin’s Silicon Docks.

We like their focus on diversity and inclusion which is in line with the ethos of and of our Network in Play project.

We have two student tickets worth €95 euros each to give away in advance to this important networking and knowledge sharing event.  Tickets give entrance to the full conference progamme and to Fringe festival July 6th – 8th, with live music, spoken word, international theatre premieres, art exhibitions, coding workshops and much more.

In order to enter you must:

*Write up to 400 words max on what diversity means to you and why attending Inspirefest could be useful for you.
*include a 1oo word biography for yourself
*include a scan of your student card – you should be registered and attending a post-secondary college course (university, IT or private college course)
*We also ask that you write a 350 word blog post after the conference about your experience which we will post on after the event

Closing Date is Friday the 30th of June at 18.00.

Send your entries to with Inspirefest competition in the subject header.

The winners will be announced on Tues the 4th of July.

You should be able to meet Aphra from at the venue on the first day to get your tickets and gain entry.

For more on Inspirefest see

For more on the Network in Play project see


Boon is seeking a 2D art intern (Dublin)


Boon is seeking an awesome 2D Generalist to join us for a 6-month internship starting mid-June. This is an excellent opportunity to learn from the super talented Boon art team.

The position is unpaid but travelling expenses will be paid. It is located just off Merrion Square in Dublin 2.

Key qualities we’re looking for:

  • Outstanding artistic abilities demonstrated with portfolio.
  • Knowledge of adobe suite or equivalent

Nice to have

  • Spine experience
  • Any 3D experience

Other Qualities

  • Display high standards, good attention to detail and a methodical work process.
  • The ideal candidate should have an ability to work effectively in a small team.

To Apply

You will need to send us a portfolio showcasing clear examples of your 2D skills. We’re looking for high potential!

Send us an e-mail at and check out our website for more info

Imirt Inspire – an evening of talks, June 28th (Dublin)

Wed June 28th 5pm – 7:30pm
Neill Theatre, Long Room Hub, Trinity College Dublin

Imirt, the Irish Game Makers Association is proud to present an evening of talks about game design and culture on June 28th from 5pm to 7:30pm.

The event is in collaboration with the MSc in Interactive Digital Media in Trinity College Dublin and the Trinity Long Room Hub Arts and Humanities Research Institute. We have been able to bring two excellent international speakers to Dublin thanks to support from Enterprise Ireland and Northern Ireland Screen.

The event is free but space is limited so please reserve a ticket here:

Elizabeth LaPensée

‘Game Mechanics as Cultural Expression’

Elizabeth LaPensée, Ph.D. is an award-winning writer, designer, and artist of games, comics, transmedia, and animation. She is Anishinaabe, Métis, and Irish, living near the Great Lakes as an Assistant Professor of Media & Information and Writing, Rhetoric & American Cultures at Michigan State University. Most recently, she designed and created art for Manoominike (2016), a motion game about practices of wild ricing, as well as Honour Water (2016), an Anishinaabe singing game for healing the waters.

Christopher Floyd

‘Interview: Building Games Communities’

Christopher has worked all over the video game industry and its various sectors, including production and press, including several years at Indie MEGABOOTH, growing the company from just two domestic events per year, to over six international showcases in USA, Europe, and Asia. In his spare time, Christopher has organized Dota 2 eSports tournament ‘The Rektreational’, and is an active member of Seattle Indies. He currently runs a co-working office for game developers in Seattle, Indies Workshop.

Imirt 2016 Irish Game Awards presentation

Awards for the inaugural Imirt Irish Game Awards will be handed out in a short presentation.

Brenda Romero, chairperson of IMIRT, was excited to see the results of this year’s competition. “We had a wide variety of entrants from across the sector, including solo independent developers, students and professional development teams,” said Romero. “ It was genuinely a pleasure to see the variety and quality of games being created in Ireland.”

With thanks to:


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Black Shamrock Expanding – Multiple Development Roles (Dublin)

Black Shamrock is a fast growing game developer based in Dublin city centre. We are passionate about developing (and playing) truly awesome, world class games – and we need your help make them!

We are developing Action-RPG and strategy titles for PC / PS4 / XboxOne, for several fantastic and established game IPs. Our headline title which we are working on is the popular World of Darkness RPG, Werewolf: The Apocalypse.

The studio is managed by game industry veterans and backed by an established publisher/developer with a very successful track record over the last 15 years.

We are expanding and now hiring intern, junior and senior staff in multiple roles…

…and we want to hear from YOU!

-AI programmers
-Gameplay programmers
-GUI and VFX programmers
-Tools programmers
-2D & 3D Artists
-3D Animators

To apply, check our website and send CV and application letter to:

Bookings open for 7th Irish Conference on Game-Based Learning (Cork)


The forthcoming 7th Irish Conference on Game-Based Learning (iGBL2017) will be be hosted by in Cork this year on 22nd and 23rd June 2017, and bookings are now open.

iGBL provides a forum for all stakeholders interested in exchanging ideas, projects, and best practice on the use of games and game-based approaches to support motivation, learning, and change.

Researchers will be able to present and share their latest findings. Students will have an opportunity to present their work, showcase their games, meet specialists in this field and obtain feedback. Instructors will have the opportunity to discover new ideas and learn and share new game-based skills that they can integrate in their teaching. Companies will be able to showcase their products and explain how these can be used in the context of learning and motivation. The conference includes a mix of academic presentations, practical workshops, digital and non-digital games demos, along with plenty of opportunities to network.

This year, more than 70 authors (e.g., teachers, researchers, and students) will be presenting their work and developments on games and learning through 31 presentations (e.g., workshops, game demos, and research and practitioners’ presentations). See

So, this promises to be a very interesting programme, and you can now register your place :

*Students: €49
*Regular: €99

The registration fees cover entry to all events during iGBL2017 (i.e. presentations or workshops), a conference pack, light refreshments and a lunch. The fee does not include the cost of accommodation or evening meals.

So, if you are enthusiastic about games and would like to share your experience or meet like-minded people, then iGBL2017 will be a great event to attend, and you can book your place now at –

Inspirefest 2017 – AI, robotics & games meet Diversity

Last week saw the official launch of the Inspirefest 2017 Programme in Grand Canal Square, with an array of speakers announced from as far afield as Silicon Valley, New York, the UK, France, Australia and Africa. popped along to see what was happening.

Themes this year will vary from Blockchain, Fintech and Medtech, to Infosecurity, A.I., Robotics, and Games as well the Future of Work and STEM pedagogy for a new landscape.

Games – so what might be involved here?.

We know last year Brenda Romero spoke – see her talk here –


In fact this year Brenda is back but she is joined in a panel by Rhianna Pratchett, lead writer, Tomb Raider and Eimear Noone, composer and conductor, World of Warcraft. Since she spoke last year of course Brenda has become a BAFTA award winner for her contributions to the games industry and games education.

In non games related talks – Inspirefest will welcome over 50 speakers from 15 countries on July 6th and 7th, with keynote speakers including the President and CTO of Nokia Bell Labs, Marcus Weldon; Silicon Valley icon and venture capital partner Ellen Pao; Games leader, Rhianna Pratchett of Tomb Raider fame; the head of the US National Science Foundation, Dr France Córdova; and Chief Strategy Officer for Accenture, Omar Abbosh.

Another intriguing inclusion will see Other Voices founder Philip King teaming up with engineers from Nokia Bell Labs to create a special performance to close the first day of the conference at the Bord gais Energy Theatre, while Ana Matronic of Scissor Sisters fame will offer her unique view on Robotics.

Inspirefest 2017 will take place from July 6th – 8th 2017, in the Dublin docklands. This unique international conference and festival of technology, science, design and the arts, has diversity and inclusion at its core.

In its third year, each evening the event will be topped off with a Fringe festival of banter, music and culture, hosted in Facebook (Thurs) and Airbnb (Fri), while the popular Family Fringe event returns on Saturday July 8 with exhibitions and workshops from Space exploration to coding and a mini Dublin Maker, at The Dock, Accenture’s multi-disciplinary research and incubation hub at 7 Hanover Quay. is also happy to collaborate once again in the fringe event and will be working with partners to run a family friendly games unplugged event which this year will take place in Grand Canal Dock on Sat 8th of July. More soon at

*** NO REPRODUCTION FEE *** DUBLIN : 26/5/2017 : Inspirefest 2017 Programme Officially Launches in Dublin’s Grand Canal Square. Last night saw the official launch of the Inspirefest 2017 Programme in Grand Canal Square, with an array of speakers announced from as far afield as Silicon Valley, New York, the UK, France, Australia and Africa. Themes this year will vary from Blockchain, Fintech and Medtech, to Infosecurity, A.I., Robotics, and Games as well the Future of Work and STEM pedagogy for a new landscape. Inspirefest will welcome over 50 speakers from 15 countries on July 6th and 7th, with keynote speakers including the President and CTO of Nokia Bell Labs, Marcus Weldon; Silicon Valley icon and venture capital partner Ellen Pao; Games leader, Rhianna Pratchett of Tomb Raider fame; the head of the US National Science Foundation, Dr France Córdova; and Global Strategy Officer for Accenture, Omar Abbosh. Again this year, the collision of technology and the arts will also be tackled with Other Voices founder Philip King teaming up with engineers from Nokia Bell Labs to create a special performance to close the first day of the conference at the Bord gais Energy Theatre, while Ana Matronic of Scissor Sisters fame will offer her unique view on Robotics. Some 3,000 people are expected over three days, and headline sponsors this year are Accenture and Bank of Ireland, with other organisations involved including Facebook, Dropbox, Intel, Nokia Bell Labs, Deutsche Bank, IDA, EI, SFI, IRC and Dublin City University. Pictured at the launch of Inspirefest 2017 Programme were Michelle Cullen, Managing Director and Head of Diversity at Accenture, Ann O’Dea, Founder of Inspirefest and David Tighe, Head of Innovation at Bank of Ireland. Picture Conor McCabe Photography. MEDIA CONTACT :

Pictured at the launch of Inspirefest 2017 Programme were Michelle Cullen, Managing Director and Head of Diversity at Accenture, Ann O’Dea, Founder of Inspirefest and David Tighe, Head of Innovation at Bank of Ireland. Picture Conor McCabe

There are a number of ways to get involved:

Buy a ticket (early bird ends May 31st!)  –

Volunteer –

Are you researching a technology related topic currently? Enter the research communication competition – deadline 2nd of June – 



3D4Medical seeks 3D Animator/Rigger (Dublin)


(Not quite a games company.), but 3D4Medical are looking for a 3D animator/rigger.

The perfect candidate will be given the opportunity to work in a vibrant workplace to develop ideas and help build products which transform how students learn. We are looking for someone with expert ability in both 3D animation and rigging. Collaborating with in-house and outsourced artists, as well as a Medical team you will help create high quality medical animations for our award winning products and help us push the quality found within the industry.

​Duties and responsibilities:

*​​Design, maintain and improve on complex riggs for realtime animation of bones, muscles and connectives for our award winning application Complete Anatomy.
*​​Understand and animate anatomically accurate movement of bones, muscles and connectives.
​​*Troubleshoot problems with rigs and animations for a proprietary engine.


​​*3 years experience with 3D Studio Max rigging and animation.
*​​A solid understanding of human anatomy and motion.
​​*A tidy and methodical work ethic.
*​​Able to manage time effectively within a deadline sensitive environment.
*​​Able to process and apply feedback constructively.

​​Bonus Skills:

​​*Understanding of Maxscript or Python.
​​*Interest in body mechanics and Science.
*​​Experience with realtime engine workflow.


*The Grange Offices, Stillorgan Road, Blackrock, Co. Dublin

​​Please apply through the 3D4Medical careers page – 


Imirt Inspire Interview 15: Anya Combs

The Imirt Inspire Interview series features inspirational members of the international game development community talking to Irish game creators.

The next interview will be with Anya Combs. It will be streamed on Thursday June 8th, 3:00pm Irish time.


Anya Combs is the Games Outreach Lead at Kickstarter, where she focuses on working with game creators. She has been active in the digital games space for nearly a decade, overseeing multiple mobile and online titles launched for Nickelodeon & Addicting Games. She is excited to continue supporting developers through the most widespread crowdfunding platform out there, as they bring their creative projects to life.

The Q&A will be streamed live on the Imirt twitch channel, and later added to the Imirt Inspire playlist on youtube.




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Call for Speakers – Galways Games Gathering


The Galway Games Gathering – An International Games Event on the Edge of Europe

Sept 19th/20th, Bailey Allen Hall

NUI Galway, Ireland


The Galway Games Gathering is taking place this coming September and they are looking for speakers.

The renowned John Romero and Eimear Noone are already on the list as key note speakers.

Apply to speak at

Coming soon you will be able to apply to demo your game.

Programmer – Mobile Games (Dublin)



Job Title – Programmer – Mobile Games

Job Location – Dublin, Ireland

Job Type – Permanent

Job Salary – Negotiable depending on experience


Simteractive is seeking a talented, experienced and enthusiastic programmer to join their team and work on Eden Isle and future mobile games.



*Technical direction for an entire mobile game project
*Implementation of new gameplay systems
*Programming tasks across all areas of the game including AI, UI, GameSparks integration, Facebook integration, saving and loading systems, in-app purchases and in-game adverts
*Implementation of character animations, effects and art assets
*Optimisation, refactoring and bug fixing of existing game systems
*Maintain a high level of code quality
*Co-operate in the overall planning of projects
*Evaluation of third-party tools
*Technical design of new projects


*3+ years of relevant professional experience in a programming role including at least two shipped titles, ideally for mobile or tablet
*Excellent programming skills including knowledge of Unity3D and C#
*Strong understanding of the challenges presented by mobile platforms
*Confidence and experience with third-party tools such as GameSparks, Facebook API, NGUI, advertising, analytics and plugins
*Great communication skills and ability to work well with all disciplines
*Hard-working, focused, high degree of self-motivation and ability to solve problems independently
*A strong personal interest in creating fantastic simulation games for mobile devices
*A degree in computer science, game development or equivalent


We Offer:

*Technical ownership of an entire project
*Join a small, multicultural, friendly and dedicated team
*Bright offices in the very centre of Dublin
*A good work-life balance
*A chance to join a company in a key role at a very exciting stage


How to Apply:

To apply, please email with a cover letter and CV by 22nd May 2017.


About Simteractive:

Simteractive is a Dublin-based mobile game studio specialising in creating simulation games. We are currently working on Eden Isle: Resort Paradise, which is in soft launch in Canada.

Lecturer/Lecturer below the bar in Game Development (Limerick)

UL logo

Lecturer/Lecturer below the bar in Game Development & Playable Media


Contact Person : Prof Tiziana Margaria Competition Type : Academic
Contact Email : Job ID : 022148
Contact Number : Close Date : 26-May-2017 12:00
Further Particulars :

Competitive Start Fund for Female Entrepreneurs – info event

Competitive Start Fund (CSF) for Female Entrepreneurs Open Evening in the Guinness Enterprise Centre (GEC) in Dublin on May 8th.

Enterprise Ireland’s €750,000 Competitive Start Fund (CSF) for Female Entrepreneurs will open for applications on Wednesday 3rd May and closes at 3pm on Wednesday 17th May. Equity funding of €50,000 is available to a maximum of 15 successful female applicants with early stage, female-led start-up companies. Last year, one in three companies that received CSF investment from Enterprise Ireland were female-led.

The purpose of this CSF is to accelerate the growth of female-led start-up companies that have the potential to develop an innovative product or service for sale on international markets, and the potential to create 10 jobs and €1m in sales within 3-4 years of starting up.  The fund is designed to accelerate ambitious females to reach their key commercial and technical milestones, build out and validate a scalable business proposition.

As well as securing up to €50k in funding, 10 of the successful applicants will also have the opportunity to participate in Enterprise Ireland’s INNOVATE programme delivered by Dublin Business Innovation Centre (BIC). The INNOVATE programme will increase the capabilities of the participants, moving them to investor-ready within a short period, and will be delivered over a 12-week period in the Guinness Enterprise Centre (GEC).

Please join us in the Guinness Enterprise Centre on Monday 8th May at 6pm where you can hear more details on the INNOVATE programme from Enterprise Ireland , Dublin BIC and GEC.

Please register here to attend this informative event!

Develop:Brighton – call for Indie games for showcase

develop Brighton



Develop:Brighton’s annual search for the next big thing in indie games dev is officially underway as submissions open for the seventh Indie Showcase competition sponsored by Unity.

The competition is totally free to enter and all 10 finalists will get the opportunity to show off their games to over 2,000 developers, publishers and media at Develop:Brighton. They’ll also receive a free conference pass for Wednesday and Thursday, pre-event publicity plus a profile on the event website.

Previous Showcase winners that have gone on to be successful include Gunpoint, That Dragon Cancer, Hue and Darklings which made it into the top-100 grossing games chart on iOS.

Entry to the Indie Showcase is FREE and is open to:

• Studios with no more than 15 people

• Studios – and games – that are non-publisher funded

• Games which are not published by a third party at the time of submission

• Games that have a development budget of less than £1 million

• Games that are created in the “indie spirit”

The deadline for submitting your game is 19 May 2017

Find out More


Eden Isle Updates



Simteractive quietly released Eden Isle in Canada, Belgium and the Philippines a little while ago. As with most mobile games, we released it in a few countries first so we can make sure everything is working perfectly before we release the game worldwide in the coming months. If you are in one of the countries where the game has been released, you can download it for free from the app store.

The second update came out on Wednesday. It’s a very exciting one because, along with bug fixes, shorter loading times, better visibility of your resort’s star rating and happier guests, it has some great new features.

There’s a new activity, the Peach Blossom Spa, which is one of my favourite things in the whole game. Like the scuba diving and swimming with dolphins, it’s an activity that you can develop at a particular site in the resort.

The game now has an opening cutscene, telling you about how you came to be running the resort. These have become very common in simulation games to help set the story. I think it’s good to show players what the game is about and what kind of long-term goals they have. In Eden Isle it’s about getting to a five star resort, developing the island from the state it’s in when you take it over, with weeds, dusty buildings and the ruins of previous activities and developing it into something you can be proud of, something you’ve built yourself that has your personal stamp on it.

We’ve also added in new animations for all the guests, the staff and the Huggable Tree. A big part of Eden Isle is the guest types and the characters and the special animations we’ve added enhance their personalities and they’re great fun. Different guest types react differently to the Huggable Tree. Look out for the different signs the male treehuggers take out and the different things that Chloe, the receptionist, does when she’s not working.

Some players were contacting us asking about how to raise the happiness of guests so we’ve added more information about this. Each accommodation building needs access to a suitable bar, shop and restaurant. When you select a business, you can now see which accommodation buildings it’s suitable for by the green icons that appear over the accommodation buildings. You can also select an accommodation building and see which of the three businesses it has access to.

Quite a few people have requested the ability to invite friends from within the game so that’s what we’re working on for the next update. We also have a few more exciting activities to add to the game but we’ll keep them under wraps for now.

We’re really keen to get feedback on the game so if you have any suggestions on what improvements you would like to see or if you are experiencing any issues with the game, just drop an email to or you can message us through our Facebook page. There’s also the help and support page on the game’s website.

Happy resort building!


[ is cross posting this blog post from Simteractive’s website – See]

Simteractive is a Dublin-based video game developer, specialising in casual sim games. Simteractive reimagines sim games for the current generation of free-to-play games on smartphones and tablets.

Beta Testers Wanted – Cork studio

halesoft_logo_480x320 (1)

Hi, we’re Halesoft, based in Cork in the south of Ireland. We make games as well as provide a long list of other web based services.  We just came out of the woodwork lately, sprung up in Cork a few months ago.  We’re a bunch of lads from varies backgrounds, mainly engineers who ticker about with game development outside of our day jobs.  It started as a hobby but quickly became an obsession.  Twas either this or philately.

Anyway we’re looking for some beta testers to help facilitate the initial features of one of our latest projects that we are working on for a British developer/publisher.  The game is called the Lost Legacy (for now) and it’s a physical 3d puzzler.  It has similar game mechanics to such titles as the room.

We’re looking for some feedback from tech experts in Ireland so figured this was the perfect area to reach out to like minded people.

So if you want to help us with our product testing and you have an android device try it out here in the play store Lost Legacy and feel free to throw some suggestions our way.

Lost Legacy: Prologue
Lost Legacy: Prologue
Developer: Halesoft
Price: Free


Game Artist (Animator), Team Leader, QA (Dublin)

Based in Santry, Dublin, Ireland BetStone is a privately owned company with worldwide operations, developing platforms and games to the Server Based Gaming market.

At BetStone we work together with the best people who possess the energy to make a difference. The company taps into your enthusiasm by giving you the responsibility and authority to make decisions, as well as harnessing your energy through creative challenges. BetStone respects your abilities by giving you enough autonomy to work independently day to day, while also being part of the wider team in an environment where you can make a significant impact and be recognised for doing so.

We currently have three exciting new full time permanent roles available for outstanding individuals to join our talented team.

We’re looking for a passionate, innovative Game Artist to help create the next generation of online and land-based casino games. With 5+ years’ experience in design, illustration, animation and postproduction, your creative flair and excellent communication skills will bring new games to life.

We also need a Team Leader, to lead, inspire and manage one of the world’s most innovative game development teams. A great communicator with proven professional management experience in the software industry and a passion for maximising team collaboration and development, you’ll be driven to achieve successful outcomes for projects, review performance and solve problems.

And last, but by no means least, if you live for results we’ve got a world-class opportunity for a Quality Assurance professional specialising in software testing. Responsible for the planning, execution and completion of software testing, including quality of product, you will take responsibility for delivering practical results with concrete outputs and outcomes.

Please email for more information.

See also 


“The Bumble Storybook” released on Android and App Store

The Bumble Storybook


Finn Krewer, CTO at 9th Impact spoke about “The Bumble Storybook” being a departure from the norm for the studio: “This is a new style and a new genre for us as a company, so we wanted to innovate and bring the idea of real clay models into an interactive story book format for parents and children to enjoy at story time.”

The Bumble Storybook is a beautiful rhyming story of a grumpy old Bumble and a carefree happy-go-lucky mouse. This free book is a positive and uplifting story that will teach your kids that you can’t judge a book by its cover and that you see the inner goodness of people through their actions, not their external appearance.

Designed for parents to read with their kids at bedtime, the story has soothing lyrical rhymes and calming background music. There are touch areas on pages so even young children can interact with the story to make the characters move as you read. Also included is a bonus memory game where you have to match characters and objects from the story.

“We really wanted to make a creative story using clay figures with cute and relatable characters that had an uplifting storyline with a clear message.” said Krewer.

With original writing and animated clay characters set in hand-made scenes, The Bumble Storybook is crafted with love from start to finish. The Bumble Storybook is something your kids will want to read over and over again.


The Bumble Storybook
The Bumble Storybook
Developer: 9th Impact
Price: Free
The Bumble Storybook
The Bumble Storybook
Developer: 9th Impact
Price: Free+

9th Impact New Release ’27’

27 App

9th Impact launched its spatial IQ puzzle game 27 on 11th April. The studio, best known for their Biker Mice from Mars endless runner and strategy games are taking their first steps into the ‘brain-training’ genre with 27.

Finn Krewer, Chief Technology Officer at 9th Impact spoke about finding the right balance for the game: “27 is a pick up and play, easy to learn but very hard to master puzzle game. We tried to make it as easy as possible to play while giving it endless scope for horrifically difficult levels.” 27 is a unique puzzle game that is scientifically guaranteed to improve your spatial IQ. Your goal is simply to clear all the 27s from the board. The game gives you a deck of 4 numbers. You can place these numbers anywhere on the board. Your deck refreshes with a new number each time you place one. Three of the same number in a row will produce the sum and the newly formed number will appear in the grid space where the final number in the row was placed. Sounds simple, right? But of course, there’s tricky designer placement, board congestion, blocked grid spaces, exploding numbers and the damn luck of the deck to contend with!

“We looked at the match 3 genre and felt that there was something more difficult, more tricky possible, so we developed 27, a variation on the match 3 format to make it both easy to learn but very hard to master.” said Krewer. A perfect casual pick up and play puzzle game that will keep your brain entertained for hours. If you love playing Sudoku, are obsessed with testing and improving your IQ or are a fan of 2048 then “27” is for you!

27 - A Spatial IQ Puzzle
27 - A Spatial IQ Puzzle
Developer: 9th Impact
Price: Free+
27 - A Spatial IQ Puzzle
27 - A Spatial IQ Puzzle
Developer: 9th Impact
Price: Free

ShipItCon 2017 – tickets available



ShipitCon is a community event for engineers involved in the building and deployment of software.

ShipItCon is being organised primarily by engineers and managers working within the games industry in Ireland including Demonware and Digit Game Studios.

This is a non-profit event, organised by volunteers and any remaining funds will be donated to a local charity.

Tickets are now on sale!

Early bird registration will end on April 30th. They also offer an unwaged ticket.


Frederic Meyer

Frederic Meyer

Senior Director of Pipeline Engineering at Workday

Continuous Delivery @ Workday

Workday patches more than 1000 customers every Friday night, for the last 10 years. It takes a good code Pipeline, and a lot of automation to make this possible. I’ll cover tools, processes, challenges and ideas related to Continuous Delivery @ Workday.


Eric Maxwell

Eric Maxwell

Success Engineer at Chef Software

The Looming Complexity Crisis

Join me as I tell you the story of Jane, a rockstar developer with a great idea that could breathe new life into her company! That is, if she doesn’t table-flip trying to figure out HOW and WHERE to deploy her great idea. Cloud? PasS? Docker? Follow Jane as she descends into the fiery depths of infrastructure-complexity hell. If only a Habitat could come together to save the day…


Jacopo Scrinzi

Jacopo Scrinzi

Product Engineer at Intercom

What I wish I had known before moving to Infrastructure As Code

Not long ago, the infrastructure at Intercom was entirely handcrafted. Provisioning would mainly rely on ops, making the process painful, risky and slow. With our rapid growth, this quickly became unsustainable. To address this, we decided to investigate Infrastructure As Code using Terraform, with the end goal of giving Product Engineers the ability to safely and easily make changes to our infrastructure. In an uncharted territory with many questions and unknowns, changing the way we provision is not an easy task. This gave us the opportunity to explore different approaches and determine what Infrastructure as Code means for us. In this talk, we will cover: How we’ve set our requirements, why we picked Terraform, the challenges, mistakes and lessons learned, our vision and future plans for this ongoing project.


Eugene Kenny

Eugene Kenny

Ops Engineer at Intercom

Deep dive on how Intercom ships code to production 100 times a day

Intercom has practiced Continuous Delivery since the very early days of the company. This has meant that our engineering culture and practices have evolved around, and heavily rely upon, our build and deployment infrastructure. With the rapid growth we’ve experienced over the last few years, maintaining and improving these systems has been critical to keeping our ability to move fast and iterate quickly. This talk will cover the evolution of Intercom’s internal deployment system, Muster, as our engineering organisation has grown from 4 people hacking on a Rails app to a team of almost 100 working on multiple applications in a constellation of languages and frameworks.


Book and reserve tickets at

Gambrinous X 2 positions (Dublin/remote)

guild of dungeoneering


As metioned at State of Play last week Gambrinous are looking to hire two people to work on their next game: a Game Designer and a Writer. This is a chance to join the award winning games studio Gambrinous as they embark on their second game making adventure.

The ideal person for the Game Designer position would

  • love creating engaging, elegant systems that are a joy to play, learn and master
  • have a deep interest in board games and card games and what makes them tick
  • be keen to apply board & card game mechanics to a digital game
  • have a portfolio of previous games or prototypes they have built
  • enjoy working in a small team where everyone’s effort makes a big difference

The ideal person for the Writer position would

  • be able to absolutely nail character and dialogue
  • deliver branching interactive narrative with humour and charm
  • have a knowledge and passion for 80s and 90s toys, games and pop culture
  • have previous creative writing experience – not necessarily in gaming
  • work autonomously to deadlines
  • be happy to absorb ideas from all team members – we’re sharers

We are based in Dublin, Ireland but are also willing to talk about working remotely with the right person.

Interested? Great! Drop us an email ( and tell us about yourself. We would also love to see some of your previous work and get an idea of your salary expectations.

Thank you!
Colm Larkin

About Gambrinous

Gambrinous is an independent game studio based in Dublin, Ireland. We make digital games inspired by the wonder of tabletop & board games. Our first title Guild of Dungeoneering was released for PC in July 2015 to much acclaim and has since seen two expansions and been ported to iOS & Android.

Posted April 2017


Assist Lecturer in Computing Games Dev (Dundalk)




Applicants must hold a primary honours degree in a relevant discipline and ideally have a postgraduate qualification of at least Masters level and have a minimum of three years¿ post qualification experience. A relevant PhD and/or relevant industry experience is of advantage.

Applicants should have expertise in the following areas:

  • Java, C++ and C#.
  • Web Development (XHTML, CSS, JavaScript, etc.).
  • 2D and 3D graphics engine development in DirectX, OpenGL, WebGL, or XNA;
  • Unreal or Unity Engine;
  • 3D content in 3DS Max or Maya;
  • Game development lifecycle and Agile development;
  • Cloud based software repositories (e.g. Bitbucket).
  • Web Development (XHTML, CSS, JavaScript, etc.).

The appointee will be expected to contribute to teaching and supervision at undergraduate and postgraduate level across a range of areas within the Computing discipline.

Salary Scale: Assistant Lecturer €36,743 – €50,487 (10 points) per annum

See full description at 

Application forms may be accessed on the DKIT on-line e-Recruitment system.No other form of application will be accepted. Further information is available on the Institute website, and

Late applications are not accepted.

All interviews for the post of Assistant Lecturer in Computing will be held face-to-face with no remote interviews being facilitated.

Dundalk Institute of Technology is an Equal Opportunities Employer

Posted April 10th, 2017.

BAFTA Special Award for Brenda Romero


We are delighted to hear that BAFTA has announced that it will honour Brenda Romero with its Special Award during next week’s (Thurs the 6th of April) ceremony in London.

The accolade recognises not only her creative contribution to the games industry, but also her advocacy of the creative process and the work she has done in encouraging a new generation of game makers.

Brenda Romero said: “I am first and foremost grateful to BAFTA for recognising the artistic potential and power of games. This recognition is culturally critical for games overall. So for that, I am profoundly thankful. As for me? Genuinely, I am still in a state of shock, having been chosen. I’ve devoted my life to games – making them, teaching them, playing them – and to receive any honour from the community is incredible. But a BAFTA? It’s well beyond anything else.”

People in Ireland will be very familiar with Brenda’s work and Romero Games in now based in Galway, Ireland and Brenda is active with Imirt, the Irish Game Makers Association. There is a nice pic of the staff of Romero games on here, with some familiar faces. We look forward to hearing more about their latest project.

On the night, the ceremony will be streamed live at

BAFTA’s website will feature highlights, photography and winners’ interviews, as well as dedicated coverage on its social networks including Facebook (/BAFTA), Twitter (@BAFTAGames / #BAFTAGames), Instagram and Snapchat.

We recently announced that Brenda will also be teaching and directing the new MSc in Game Design and Development at the University of Limerick from Autumn 2017.

Full press release here.

Well done!

Updated: State of Play 2017 – Talks & Expo, 5th April


State of Play is Ireland’s premier Independent Game Maker Event hosted by the School of Media in the Dublin Institute of Technology, in conjunction with IMIRT, the Irish Game Makers association. This year it will take place on Wed the 5th of April.

From 18.30 there will be an exciting and eclectic mix of inspirational international & Irish Guest Speakers.

This will be followed by the ‘After Party’ which will take place once again on the Rooftop Bar in Odessa.





Keynote this year will be the world renowned game maker Brenda Romero., who now lives and works in Ireland.


Other speakers have been confirmed for the night and you can see the full list at

Tickets for Talks.

Check out for tickets for the evening event.

NOTE: The EXPO  which takes place earlier in the day (1-5pm) is free. It is only the evening talks that you need a ticket for. If you wish to register to demonstrate at the EXPO or as a speaker please visit for more details. The EXPO will see developers, students and industry professionals demonstrating their work.





Call for Chapters: Contemporary Media Art in Ireland

For those who like to write about games this might be of interest (

“Submissions are invited for a collection of essays provisionally entitled, Contemporary Media Art in Ireland. This will be a volume of essays that provides a detailed account of born-digital art in an Irish context.

For the purposes of this collection, “Irish” is considered in the broadest and most inclusive sense, and suitable artists and/or works should simply demonstrate some significant connection to the island and/or relevant subject matters. “Contemporary media art” is an equally inclusive term, and includes any form of artistic practice that is rendered on a screen of any type: electronic literature, video games, film, interactive performances, or any other type of experimental screen fiction or multimodal production.

Artists and practitioners are welcome to discuss their own contributions, though all submissions need to be presented in a scholarly fashion using an appropriate critical framework.


Proposals for 6,000-word chapters should be sent to by June 1st.

Proposals should be approximately 300-500 words in length, and give a clear indication of the proposed chapter’s content and significance. A biographical note should also be included.


A number of academic presses have expressed interest in this manuscript, so a draft will now be prepared. All submissions will be peer-reviewed by the publisher.


James O’Sullivan is the Digital Humanities Research Associate at the University of Sheffield. His work has been published in a variety of interdisciplinary journals, including Digital Humanities Quarterly, Digital Scholarship in the Humanities, and Hyperrhiz: New Media Cultures. He edited Reading Modernism with Machines (Palgrave MacMillan 2016) alongside Shawna Ross. He is also a published poet, and the founder of New Binary Press.”

See also 


q-con xxiv - web logo

Now in its 24th year, Q-Con takes place annually in Queen’s University Belfast Students’ Union, and is a weekend long celebration of everything gaming and anime related, from eSports and Tabletop, to Cosplay and Movie Screens.  Major events already confirmed to make a welcome comeback in 2017 include The Irish Video Game Orchestra, Q-Comedy Show,  the Saturday night pub quiz,  Club Q-Con across two floors and much more to be announced.

As always Q-Con’s award-winning roster of gaming competitions will be back with a bang, including a weekend-long League of Legends tournament, dozens of console tournaments from open until close every day, a huge timetable of traditional, tabletop and board gaming tournaments and lots more.

Anime fans can be the centre of attention again with a number of cosplay competitions planned, complementing our timetable of panels, workshops, screenings and unique events that won’t be found anywhere else!

Expect Q-Con’s trade hall and artists’ alley to be once again packed with everything you’ll need to make your weekend a memorable one, including Replay Games and many more – a full list will be confirmed as the weekend draws near.

Their immensely popular indie game developers area will be soon accepting applications – this will be announced in due course.

Last year over 5,500 attendees packed the Students’ Union building as well as the nearby Elmwood Hall and South Dining Hall.  Once again, the event is expected to be a sell-out and attendees are encouraged to pre-register online to avoid disappointment.

SoP GameJam

DIT are running a gamejam for State of Play on the 1st of April.
It will be located at the grangegorman DIT campus.

Tickets cost 10 euro and give you free entry to state of play.
Each game will be shown at SoP and the crowd will vote on their favourite in order to enter to win cool prizes donated by DIT and GameCraft!

Food and Refreshments will be provided on the day we just ask that you bring your own mug!

Find the link to the Eventbrite here!


Irate Traffic by Polyonic Studios released on Android

Polyonic Studios is an independent games development studio based in Sligo. They are a team of three, who met in college studying games development. After leaving college they started Polyonic Studios and began development on Irate Traffic in August of 2016.

“There has been a sharp learning curve for all of us throughout the development process, but we learned a great deal from it and had fun doing it as well.

Today we are proud to officially announce the release of our new game, Irate Traffic on the Google Play Store.”

Irate Traffic is an endless runner where you control a vehicle weaving it’s way through oncoming traffic whilst trying to collecting coins on the road to buy new vehicles. With plenty of vehicles and five unique areas to speed through there’s plenty to keep you playing.

Irate Traffic
Irate Traffic
Developer: Polyonic Studios
Price: Free+

If you want to learn more about Polyonic Studios you can visit thier website:

New MSc Game Design & Development in UL

UL logo

Starting in the Autumn 2017 the University of Limerick is launching a new MSc Game Design & Development.

Led by Brenda Romero as course director, the MSc in Game Design & Development is a two-year program (level 9) which takes place over four semesters. Students are encouraged to use the summer break between years 1 and 2 to expand their game horizons, exploring experimental work and working on independent game projects. You can find a full break down of the core modules at

The course also has an impressive list of national and international people on their advisory board including people from Occulus, Microsoft, Insomniac and of course Romero Games.

Brenda told us that “With modules in Game Balance, System Design and Rapid Prototyping, this program is designed with the game designer or gameplay programmer in mind. I am particularly excited because it’s so much more affordable than similar education in the States, and it makes this field far more accessible. I look forward to welcoming our inaugural cohort of students in the fall.”

Prerequisites are a knowledge of programming and applicants must have a portfolio.

Applications are open until July 1.

For more visit

Games Fleadh 2017 update

fleadh logo-trans

LIT Tipperary, will host Games Fleadh on Wednesday March 8th 2017, the annual colleges and schools game development competition, and the theme for the 2017 event is Racing Game.

Games Fleadh will also feature games development and research talks by industry veterans and researchers. The full list of speakers is now available on our Games conf page. Companies and organisations that will take part in the talks include Microsoft Ireland, EA, Imirt, Game Sparks and SimVirtua.

Games Fleadh 2017 is open to the public for free. Tickets can now be reserved on their tickets page.

For more follow @gamesfleadh on twitter or the hashtag #gamesfleadh.

The Games Co-Op. A new monthly meetup in Dublin

There is a new games meetup starting in the Liquor Rooms, Dublin, at 7pm on Tuesday, March 7th.

(ID REQUIRED!!! Over 18s event, and the venue were quite specific about everyone bringing ID.)

The Games Co-Op is a new, monthly, multi-discipline event that aims to bring people with different skills together to make awesome games – both digital and analog. We’re talking about bringing writers, musicians, artists, game designers and programmers together to meet new people and form new teams. At the same time, we want to provide a space for developers or students to just get eyes on their game and get good feedback from a large, mixed crowd.

Have a game you want to playtest? Bring it!
Looking for new team members? Find them here!
Just want to check out what’s going on or make new friends? You’re more than welcome!
There will be prizes for things!


This first meetup is doubling as the official(ish?) post-Global Game Jam meetup so everyone can play what was made at the Irish jam sites back in late January. As Griffith College jam site organiser, Eoin Carrol said:

“The Global Game Jam® (GGJ) is the world’s largest game jam event taking place around the world at physical locations. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games. The weekend stirs a global creative buzz in games, and it is all condensed into a 48 hour development cycle. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity. Continuing the theme of togetherness, we would like to invite you to gather once more without the 48 hour deadline and enjoy some of the wonderful games created over the weekend. Even if you did not take part this year join us to see the creations and chat about the experience.”

CFP for the Irish Conf. on Game-Based Learning closing soon.

The call for participation to iGBL2017 will close on the 22nd of Feb.; so if you’d like to share your experience of using games for learning and motivation, you can still submit your abstract here.

Note that the abstract does not have to be research-based; in fact, there are several categories designed for all backgrounds: students, practitioners, researchers, companies or developers;

They are looking for all the stakeholders interested in the potential of games for learning and motivation; so regardless of how you have designed or used games, you could definitely make a significant contribution to the conference..

> So don’t wait… submit your abstract now.

Important Dates

  • 22nd of February: Abstract submission deadline.
  • 22nd of March: Notification of abstract acceptance.
  • 22nd March: Successful research abstracts are invited to submit an extended abstract (i.e., paper to be published in the conference proceedings).
  • 12th of April: Registration deadline for authors.
  • 12th April: Submission of extended abstracts (i.e., research papers).
  • 22nd April: Notification of acceptance of extended papers.

Call for Participation

Games Fleadh 2017 news


LIT Tipperary will host Games Fleadh on Wednesday March 8th 2017 and the theme for the 2017 event is Racing Game.

Games Fleadh 2017 is only 3 weeks away – so it is time to register teams and prepare your game trailer.

Register your teams at

Supporters are welcome. Please also register your supporters under the schools ticket so there is sufficient catering on the day. One ticket will register all supporters, you need only specify the number of students you hope to bring. You can register your supporters at


There is a new Artificial Intelligence prize this year. The category of prizes this year are as follows:

  1. College Champions
  2. Colleges Runners Up
  3. Best in Animation
  4. Best in Game Design
  5. Best in GamePlay
  6. Best in Original Audio Music
  7. Best in Original Digital Art
  8. Best in Original Story
  9. Best in Visual Engineering
  10. Best Multiplayer Game
  11. Best Original Innovation in Gaming
  12. Best Windows Game
  13. Best Mobile Game
  14. Best in Use of Cloud Technologies
  15. Best in Use of Artificial Intelligence
  16. Best Video Game Trailer
  17. Best in Team Performance



This year there are speakers from

  1. Microsoft Ireland
  2. EA
  3. Game Sparks
  4. SimVirtua

The key note will be from the Irish Game Makers association Imirt (


There is also the annual free raffle and numerous free console game competitions for supporters and members of the public.


The event takes place on Wed March the 8th on the LIT, Thurles campus. For more on location see


IMIRT 2016 Game Awards Results

IMIRT: The Irish Game Makers Association is pleased to announce the award winners for its inaugural game awards for games released in 2016. Game of the Year went to Guild of Dungeoneering: Ice Cream Headache Expansion by Dublin-based Gambrinous. Awards were also given for board games, game design, game narrative, game art, game audio and technical achievement.

Brenda Romero, chairperson of IMIRT, was excited to see the results of this year’s competition. “We had a wide variety of entrants from across the sector, including solo independent developers, students and professional development teams,” said Romero. “ It was genuinely a pleasure to see the variety and quality of games being created in Ireland.”

Judges were composed of a national and international team. Scores were submitted blind and tabulated by Imirt’s chairperson and board member Jen Carey.

Being notified of the awards, game developer Robin David said, “Thank you, Imirt, for showcasing how exciting Irish digital and analogue game design is at the moment! I feel honoured that my games are being played and enjoyed by so many people. I’m delighted to be in such sterling company, among several other excellent Imirt 2016 Game Award winners.”  Robin David won the Analog category and their game was second runner-up in the Game of the Year Category.

Imirt board member Jen Carey was similarly enthused. “It’s great to see all the amazing games submitted for the awards, and to have the chance to recognize the work being done in Ireland by so many talented creators. The standard of submissions was extremely high and reflects the work put in by the Irish community to make the best games possible.”


Winner: Movable Type: The Card Game by Robin David
Runner up: Multiuniversum by Manuel Correia

Game Design

Winner: Guild of Dungeoneering: Ice Cream Headaches Expansion by Gambrinous
Runner Up: The Little Acre by Pewter Games Studios

Game Narrative

Winner: The Little Acre by Pewter Game Studios
Runner Up: The Martian Investigations: Deep Fears by Robin David

Game Art

Winner: Guild of Dungeoneering: Ice Cream Headaches Expansion by Gambrinous
Runner Up: The Little Acre by Pewter Games Studios

Game Audio

Winner: Guild of Dungeoneering: Ice Cream Headaches Expansion by Gambrinous
Runner Up: Cellular by Tribal City Interactive

Technical Achievement

Winner: Fungus 3.0 by Snozbot
Runner Up: Action Bowling VR

Game of the Year

Winner: Guild of Dungeoneering: Ice Cream Headaches Expansion by Gambrinous
Runner Up: The Little Acre by Pewter Games Studios

Second Runner Up (Tie): Movable Type: The Card Game by Robin David and The Martian Investigations: Deep Fears by Robin David

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Call for curators – Transformative Games

Spring 2017
“Transformative Games”


And now for something a little different – but still might be of interest to readers here..(Eds)


Transformative games are designed to initiate a change in the players’ beliefs or behaviors, a concentrated version of their predecessors in serious and educational games. Examples of “transformative games” include: Never Alone, Walden, Ballot Box Bumble, and The Oldest Game. Transformative games are digital and analog, single and multi-player, collaborative and competitive. In Media Res is looking for contributions that tackle issues specific to transformative games.

Among the topics that might be examined:
*Game Development Process
*Classroom Implementation Case Studies
*Explorations of a Specific Game
*Modding games for Transformative Use
*Reflection Activities for Specific Games


Proposals may be brief, but do be sure to describe the topic and key question(s) to be explored. Please submit your proposal by March 20th. If interested, please contact In Media Res ( with topic proposals or for more information about the theme. Be sure to include the name of the theme week you would like to be involved within the subject line of the email.

Academics, journalists, critics, media professionals and fans are all welcome to submit proposals.

The actual piece will include either a 30-second to 3-minute clip, an image, or a slideshow that will be accompanied by a 300 to 350-word response to/contextualization of your clip, image, or slideshow.

In addition to your piece, you will be expected to engage the other pieces presented that week to encourage discussion and further flesh out the individual topic in relation to the week’s theme.

About In Media Res:

In Media Res is dedicated to experimenting with collaborative, multi-modal forms of online scholarship. Our goal is to promote an online dialogue amongst scholars and the public about contemporary approaches to studying media. In Media Res provides a forum for more immediate critical engagement with media at a pace closer to how we experience mediated texts.

Each weekday, a different scholar curates a 30-second to 3-minute video clip/visual image slideshow accompanied by a 300-350-word impressionistic response. We use the title “curator” because, like a curator in a museum, you are repurposing a media object that already exists and providing context through your commentary, which frames the object in a particular way. The clip/comment combination are intended both to introduce the curator’s work to the larger community of scholars (as well as non-academics who frequent the site) and, hopefully, encourage feedback/discussion from that community.


Experienced Game Developers (x2)

Immersive VR Education are looking for two talented Unity Game Developers to work with their team on a variety of cross-platform virtual reality projects and see them from concept to delivery and beyond.

You will be working closely with their art department to deliver both in house IP and client requested VR learning experiences.

Key requirements for the role:
• At least 3 years experience in Unity games development
• At least one high quality, shipped title
• Excellent C# and C++ programming skills
• Experience optimising a Unity games for mobile devices
• Passionate about games, with an understanding of game-play mechanics
• Experience with using third party plugins and code, and knowing when to use them
• Able to define task requirements and deliver to deadlines
• Positive and self-motivated with good communication skills

Salary: DOE

To apply for this job please email your cv and portfolio to


Experienced Game Developer’s X2

Senior Web Developer

Immersive VR Education are seeking a senior web developer who will be instrumental in creating modules and components and coupling them together to form a functional web application to integrate into their virtual reality environment.

This position will require working with closely with VR engineers and integrating current game systems into a usable web interface.

As part of this job you would be responsible for creating a web portal for users to create accounts and make payments allowing them to access more features and content in a VR environment.


* You have an uncanny knowledge of HTML and CSS.
* You have experience with C, C#
* You are a master JavaScript developer.
* You have a solid understanding of how web applications work including security and session management.
* You can switch from speaking the language of RESTful APIs one minute to discussing color palettes and icon sizes the next.
* You understand that the purpose of a web page is to guide the user in accomplishing a task in a responsive manner.
* You relish in the fact that the user never saw all of the non-blocking, multi-threaded, and data validating code that it took to create that experience.


* 5-7 years of experience in building web applications using various JavaScript frameworks.
* Deep knowledge of AngularJS practices and commonly used modules based on extensive work experience.
* Extensive knowledge of CSS and JavaScript methods for providing performant visual effects.
* Experience with creating self-contained, reusable, and testable modules and components.
* Experience with building the infrastructure for serving the web application and its assets.
* Strong grasp of computer science fundamentals of data structures and algorithms.
* Excellent oral and written communication skills.

Salary: DOE

To apply for this job please email your cv and portfolio to


Senior Web Developer

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