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  • 30 Jun 2022 by DigiBC

    Gaming for Good is a livestream gaming fundraiser that Canuck Place is running from July 1-31. It is a way for gamers to give back and take on their very own gaming challenge to support over 800 children with life-threatening illnesses in BC and the Yukon. By signing up you will help Canuck Place continue to provide a place where kids can be kids, and help children and families celebrate life by providing opportunities for play, fun and connection. Canuck Place will be inviting the top six fundraisers to their six-hour Gaming for Good Grand Finale, hosted by The Gaming Stadium on August 5, where each streamer will have a one-hour window to hit new fundraising milestones!



    To get involved, it’s just three easy steps:

    1. Sign-up & Create a Tiltify Fundraising Page
      • Register on the Sign-up Page
      • Create a Tiltify fundraising page and set your goal along with any milestones, share your story and link your stream directly to your fundraising profile page
    2. Choose Your Challenge & Date
      • Create your very own unique challenge or choose from a suggested challenge in the toolkit
    3. Use the Fundraising Tools to Meet Your Gaming Goal


  • 24 Jun 2022 by DigiBC

    The IDEA-Lab is a new project that would be of interest to companies looking to accelerate growth. It will be commencing in October, and it is co-funded and subsidized by the Digital Supercluster. The program can enable a DigiBC member company anywhere in BC to rapidly increase and improve its innovation capability to overcome growth-inhibiting challenges and make the most of business opportunities. This includes emerging markets, new and better business models, innovative marketing strategies and more.

    IDEA-Lab will work with up-and-coming innovation leaders within selected BC-based small and medium sized companies and run them through a talent incubator created within their organization. Through a practical framework, IDEA-Lab will work hand-in-hand with these companies looking to inject a continuous supply of fresh ideas and strategies that will evolve their businesses and grow revenue faster. To spark creativity, the chosen individuals will be diverse, curious, adaptable, collaborative, and growth minded. Led by Evolve Strategies Corp., in partnership with DigiBC and the YWCA Metro Vancouver, the IDEA-Lab program will:
    • Help more small and medium sized companies with their innovation and diversity strategies
    • Identify and recruit innovation champions in the tech sector, focusing first on mid-level leaders who by nature are curious, creative, collaborative and open-minded
    • Focus on building diversity through inclusion of underrepresented groups, including Indigenous peoples, racialized Canadians and members of the LGBTQ community
    • Deliver experiential, social and self-directed learning modules for innovation champions
    • Support leaders in transforming procedures, products and corporate culture to drive growth beyond the pandemic

    The IDEA-Lab consortium will initially produce a report that aggregates feedback from 50 or more companies to pinpoint innovation challenges to inform the longer-term focus of IDEA-Lab. The team will also develop an interactive learning component with course descriptions, lesson plans and assessment materials to enable the program to carry on with new cohorts in other industries.


    Rob Gilfoyle, President, Evolve Strategies Corp


  • 18 Jun 2022 by DigiBC

    DigiBC, in partnership with Nordicity, has launched a survey of the XR industry in BC. The goal of this is to capture and determine the size and orientation of the industry, and to do that we need your help! We are seeking input from a wide range of industry members and organizations to learn about what XR companies in BC are creating and what they perceive the industry’s growth trajectory to look like over the next 1-5 years.



    Will take 10-15 mins to complete

    Open until July 1

    Note: DigiBC has engaged the consultancy Nordicity to analyze the survey results as a neutral, independent third party. Your responses will be treated confidentially, and will only be released in aggregate (i.e., never on an individual basis).  

    Who should complete this questionnaire?
    This survey questionnaire is best completed by someone in your company with in-depth knowledge of corporate financial and human resource information, as well as your company’s strategic direction. If you are not the appropriate person to be completing this survey, please forward this email to the individual best able to answer the questions.

    Share the link!
    Do you know of other companies in BC working in immersive media that should participate? You can share this public survey link below with your network: 

    Please contact: Jocelyn Pogorbsky (Sr Consultant, Nordicity) -



  • 16 May 2022 by DigiBC

    Our recent provincial benchmarking study highlighted that issues around diversity and inclusion continue to be a significant area of concern in the creative technology industry. DigiBC is committed to prioritizing equity, diversity and inclusion (EDI) in the sector by providing education for member companies and the community, establishing meaningful partnerships with EDI-focused organizations, developing policy and resources, and benchmarking and tracking EDI data for the sector.

    Today we are thrilled to announce we will be offering FREE memberships to support the advancement of creative technology startups led by the following underrepresented groups: Indigenous peoples of Canada, racialized communities, women, LGBTQ2+ community and non-binary people, and people with disabilities.

    Free Membership Criteria:

    ▪️ At least 50% of co-founders must self-identify as being from an underrepresented group as defined by the Government of Canada / CMF (Indigenous peoples of Canada, racialized communities, women, LGBTQ2+ community and non-binary people, and people with disabilities)

    ▪️ Company size is 1-10 employees (FTEs and contractors)

    ▪️ If your company qualifies, please contact us for further details at


  • 16 May 2022 by DigiBC

    To cap off Creative Technology Day, we’d like to highlight and acknowledge a few of the major awards and accolades that some of our members have received within the last year!

    Jennifer Twiner McCarron (CEO, Atomic Cartoons & Thunderbird)
    Women of the Year 2021: Canada's Most Incredible Women Leaders (Bay Street Bull)
    Most Influential Women in Business 2022 (Business in Vancouver)

    Sony Pictures Imageworks (Spider-Man: No Way Home)
    Nominee for ‘Best Visual Effects’ (Academy Awards)

    Industrial Light & Magic Vancouver
    Opened one of the largest StageCraft LED volumes in North America

    Jeanne-Marie Owens (VP, Operations, Phoenix Labs)
    Top Forty Under 40 (Business in Vancouver)
    Appointed as the new DigiBC Games Group Chair

    Sony Pictures Imageworks (The Mitchells vs. The Machines)
    ‘Best Animated Feature’ (Critics Choice Awards)
    8 x categories (Annie Awards)
    Nominee for ‘Best Animated Feature’ (Academy Awards)

    DNEG (Dune)
    ‘Best Visuals Effects’ (Critics Choice Awards)
    ‘Best Visuals Effects’ (Academy Awards)

    'Special Visual Effects' (BAFTAs)
    4 x VES Awards

    Relic Entertainment (Age of Empires IV)
    'Best Sim / Strategy' (The Game Awards 2021)
    'Best PC Game' and 'Best Score/Soundtrack' (2022 Canadian Game Awards)
    'Strategy / Simulation Game of the Year’ (D.I.C.E. Awards)
    COO Heidi Eaves named as ‘Canada’s Best Boss’ ( Best Places To Work Awards 2021)

    Cloudhead Games (Pistol Whip: Smoke & Thunder)
    'Best VR/AR Game’ (2022 Canadian Game Awards)
    'Game Audio / Video - Virtual Reality (VR)' & ‘Best Indie Developer’ (NYX Game Awards)


  • 12 Apr 2022 by DigiBC

    The 2022 Canadian Game Awards & Indie Game Awards took place on April 7 & 8, and we'd like to congratulate all of the winners and nominees. A big thank you to Northern Arena for delivering yet another stellar show, and special shout outs to DigiBC members who picked up the following awards: Cloudhead Games won 'Best VR/AR Game' for Pistol Whip: Smoke & Thunder & Relic Entertainment won 'Best PC Game' and 'Best Score/Soundtrack' for Age of Empires IV.




  • 16 Mar 2022 by DigiBC

    Strawberry Fields Interactive Inc is a Vancouver-based innovation studio that was formed in 2019 by Danilo Correia and Thales Rodrigues. Their primary vision and mission for the company was to create highly sociable interactive experiences in the digital world. This became the basis for their virtual reality tabletop platform project, Aeksia, which has taken role-playing games to the next level. Aeksia is a virtual place where the tabletop experience and social interaction seamlessly blend, and players can meet to chat, create, play and stream campaigns. To put it simply: Tabletop RPG + social virtual reality + live streaming = Aeksia

    SFI has successfully raised around $1.6M CAD in funding to produce Aeksia, and the company is now looking to raise an additional $250k from private investors to close the gap of a $2M CAD production budget. SFI founders have confirmed they will be flying to San Francisco to attend GDC 2022 and are keen to meet with potential investors and publishers who would be interested in supporting the production of Aeksia. We recently caught up with SFI to see what’s been happening at the studio and what’s on the horizon.


    ►Who are the founders and what are their backgrounds?
    Danilo Correia is a producer with solid management experience in the areas of business development, digital marketing, operations, and community building. Since 2015, he has worked in the tech sector in several different roles including being the manager of the BC Tech Cube, a VR/AR co-working studio based in Vancouver that ceased its operations in 2019. Danilo has strong business connections in the global VR/AR industry and tabletop RPG communities, along with proficiency as a project manager in the game development and technical art fields. He created the first proof of concept for Aeksia and is now managing and directing the production and vision of the platform. 

    Thales Rodrigues is an experienced COO with a demonstrated history of working in the software development and marketing industries. Prior to forming SFI, Thales was the head of Blanko Agency where he led projects for such clients as Microsoft, IBM, BlackBerry, Itau Bank, AMBEV, Zendesk, Salesforce, Launch Academy, and Spring. Being an RPG player at heart, it’s no surprise he changed direction to co-found SFI. Now in the role of product manager, Thales is situated in the intersection of business, technology and usability where he researches best practices to define a vision, guide the development of the platform, and ensure consistency with future product offerings.

    What projects are you currently working on?

    SFI is bringing the tabletop RPG experience into the Metaverse with Aeksia. Part virtual tabletop, part social platform, Aeksia is a virtual world where role-playing game enthusiasts can meet to create, play and watch tabletop RPG campaigns. The platform is accessible by users with either a head-mounted display or a personal computer with a keyboard and mouse.

    We are in an age where playing in-person isn’t always possible, and this is not only because of the pandemic. More mature gamers are often busy with work and live too far from their friends to meet up, whereas this new generation of gamers is much more committed to the virtual world. With Aeksia, users can have that round-the-table experience, regardless of the distance, much like the real world but now in a 3D digital environment. Aeksia offers a way to merge the storytelling and social aspects of tabletop role-playing games (TTRPG) into a unique experience. It allows users to join fellow players and regale them with the exploits of their latest sessions, while the game master (GM) sets the scene with the help of 3D models, sound effects and ambient music. All from the comfort of their home!

    How would you describe your company culture?

    Aeksia started in an office with three developers working side-by-side at a single table. Their professional relationship has grown quickly — communication has been simple, fast, and effective — with no one too busy to help another. Collaborating in close proximity to each other creates an accessible, comfortable working environment. Roadblocks are handled in real-time, questions between departments and management are answered instantly across the table. Jon, the Development Team Lead, states this is the first time he’s worked on a team that feels like a living machine. Every part in its place and within reach — and all without delay. 

    The onboarding process still brings new members up to speed quickly. Detailed documentation of each member’s work allows tasks to be completed by any team member as needed. It’s a talented group with many overlapping skill sets. All developers are well versed in unity and C#. Each brings their own development specializations to the team. For every task or problem, there is always someone who either knows the answer, where to find solutions or is willing to learn how to do it on their own. They consider each other to be colleagues, friends, continuous learners, and mentors.

    What would you say sets SFI apart from other studios?

    The founders have a history in digital media and technology, and they are entrepreneurs having 15+ years of combined experience in management roles along with a strong network in the industry, most notably in VR/AR. A highly experienced and award-winning team of creatives continues to work on our project, from conceptualization and prototyping to production and marketing. SFI has established a number of key strategic relationships with funders, including Canada Media Fund (CMF), Creative BC Interactive Fund, Shred Capital and key industry leaders.

    The founders, collaborating with an executive producer and a product advisor, worked on successful rounds of financing to support the conceptualization and prototyping stages. The studio has been accepted into CMF's Innovation & Experimentation Program and is now embarking on the next stages of production and marketing. Industry leaders at Shred Capital are providing strategic support and bridge financing through to the next stages of product build and launch.

    Are there any other exciting facts about SFI we may not know about?
    The name of the company is inspired by The Beatles’ song, Strawberry Fields Forever.

    Are you currently hiring? If so, what are the open positions?
    The company will soon be opening positions for 3D modellers, illustrators, marketing, community managers and more.  In the meantime, current job vacancies can be found here: SFI Careers


  • 22 Feb 2022 by DigiBC

    Have a daughter, niece or sister who's curious about coding? As part of DigiBC's ongoing commitment to education for youth, we have partnered with UTG Academy and IUGO Mobile Entertainment again to create an online video game development camp for girls that will be held over spring break. This incredible opportunity is open to 8-13 year olds and no previous coding experience is necessary.

    The program is student-directed and project-based where campers will get to create an HTML5 game using PixelPAD and Python. UTG Instructors
    will tune the curriculum to ensure students are given the opportunity to write code, change gameplay, design levels, update sprites, re-skin their game, and create an app that is uniquely their own. This subsidized program is sponsored by IUGO Mobile Entertainment and will also feature female guest speakers from IUGO who will share their experiences, tips, and secrets from working in the video game industry.

    DigiBC's DigiCamp was created to give underrepresented youth in the province opportunities to learn skills, build confidence and broaden interest in careers within the creative technology sector. The camps we ran last summer were quite a success, and you can read the full recap report on how those went here.


    ***Both camps are now sold out***

    If you'd like to be placed on the waitlist, please call UTG Academy at 604-700-9931

      March 14-18 (SOLD OUT)  March 21-25 (SOLD OUT)

    Days/Time: M-F, 9:30 AM-12:30 PM
    Location: Online (Zoom)
    Ages: 8-13
    Cost: $125

  • 24 Jan 2022 by DigiBC

    Colin Van Loon (Operations Manager, IM4 Media Lab) was recently interviewed by TechvangArt about his captivating VR experience, This is Not a Ceremony, which just had its world premiere at the 2022 Sundance Film Festival. The project mixes documentary type of testimony with symbols, humor, poetry and metaphoric visual-imaginary elements.

    Immersed in the virtual environment, your guides are two Indigenous trickster poets that accompany you – sometimes with caustic humor – on a journey to bear witness to indigenous injustice. They are accompanied by Matriarchs and Inii (buffalo) that rule this virtual realm and lead with kindness, bringing us face-to-face with some of the grim realities Indigenous Peoples have experienced.


    Click here to read the full interview


  • 20 Jan 2022 by DigiBC

    Applications for the Women in Animation (WIA) Mentorship Program Spring 2022 will open on February 16. Want to learn more about the application process? Then make sure to sign up for their upcoming Q&A session taking place on January 25. The WIA Mentorship Program connects women, transgender and non-binary artists at all levels to great mentors who can help them achieve their career goals and next steps in their careers. Don’t miss out on this opportunity!


  • 12 Jan 2022 by DigiBC

    Are you a BC-based video game studio with titles on Steam?

    DigiBC and Creative BC will be launching a 'Games From British Columbia' Steam sale page in 2022. We invite all BC-based game studios with titles on Steam to participate in this feature page. It will be a great promotional tool that can showcase the province's video game industry talent and highlight the range of our development capabilities.

    Want to be part of this initiative?

    If you haven't already, please contact us to confirm your interest in participating, and which game(s) you have on Steam that you would like to have included. We plan to launch the page in Q1, 2022.

    ➡Email us at


    Does a game that is currently in production and will be released on Steam in the middle of 2022 qualify to be on the page?
    Yes, we will be doing another call out in the middle of the year to see who else wants to get on board.

    Can a game that's currently in Early Access be on the page?

    Yes, if it's on Steam then it can be included. The page will have different categories and Early Access will be one of them.


  • 15 Dec 2021 by DigiBC

    This year has been busy for creative technology, with the demand for interactive entertainment soaring across video games, animation, visual effects and mixed reality. Here at DigiBC, we have also been busier than ever!

    During 2021, we celebrated the publication of our first-of-its-kind study, Benchmarking the Creative Technology Ecosystem in British Columbia, which was produced over 18 months in partnership with the Information and Communications Technology Council (ICTC) and BC’s Ministry of Advanced Education and Skills Training (AEST). With the active participation of our member companies along with post-secondary programs, the study yielded important recommendations to ensure the future growth of creative technology in the province. As a consequence, DigiBC revamped its strategy to be laser-focused on three pillars for the sector: Securing Job Growth, Expanding the Talent Pipeline and Increasing Equity, Diversity & Inclusion (EDI).

    With this renewed focus, we established an Education Steering Committee and an EDI Steering Committee. We also continued to work closely with federal and provincial government partners, advocating for the creative technology sector on topics ranging from tax incentives and immigration to the impacts of the COVID-19 pandemic. Further details on what we were able to accomplish over the last 12 months within each of these pillars can be read in the summary below.

    In closing, we encourage you, if you're reading this and are not already a DigiBC member or you have let your membership lapse, to sign up or renew. Together we are stronger, so join us as we continue to grow and ensure a healthy future in the province for this fabulous sector.


    ~ The DigiBC Team 


    Over the course of 2021, DigiBC continued to work closely with government partners as the voice of the creative technology industry. Our work included specific programs to measure the impact of the COVID-19 pandemic, along with plans for industry recovery and rebuilding post-crisis. We also had ongoing consultations with the government to ensure the continuation of the IDMTC, which is up for renewal in 2023.

    ►2022 Provincial Budget Consultations
    DigiBC presented in-person to Chair MLA Janet Routledge (NDP), Deputy Chair Ben Stewart (Liberal Party), MLAs and committee members.


    ►Canadian Interactive Alliance / L ‘Alliance Interactive Canadienne (CIAIC)
    DigiBC is a member of the CIAIC, which is a not-for-profit trade association that serves as the voice of Canada’s interactive digital media industry. It is made up of eight provincial industry associations from across the country (DigiBC, Digital Alberta, SaskInteractive, New Media Manitoba, La Guilde du Jeu Vidéo du Québec, Interactive Ontario, Videogames PEI & Interactive Society of Nova Scotia), and some of the highlights of the work we did in 2021 included:

    - Consulting with the Canada Media Fund (CMF) and proposing a new funding model which included increases to funding for IDM production and early-stage IP development and prototyping, as well as reconsidering recoupment. We also consulted with and provided feedback to Valerie Creighton (CEO & President, CMF) for a Q&A with Minister Steven Guilbeault addressing Canada’s commitment to gaming and “where gaming video content and interactive media fit into the future of the Canadian screen-based production sector.”

    - Rebranding of the website to and having it used for promoting international trade missions.

    - Working with CanExport to secure federal funding for coaching and subsidized registration to:

    • PG Connects 2021 trade mission (virtual)
    • Devcom / Gamescom 2021 trade mission (virtual)
    • GDC 2022 trade mission (in-person)


    DigiBC + A/VFX Education Steering Committee

    This was established to work on strengthening industry relationships with the post-secondary ecosystem across BC. The committee consulted on the development of novel micro-credential programs, and connected our member companies with funding opportunities for work-integrated-learning (WIL).

     Funding & Grant Programs
    • Micro-credential programs with universities and colleges
    Mitacs x ECU: Animation & VFX Internship Grant Program
    Innovator Skills Initiative
    ICTC WIL Digital Program
    Centre for Digital Media R&D Projects

    ►DigiCamps for Underrepresented Youth

    DigiCamp was created to give underrepresented youth in the province opportunities to learn skills, build confidence and broaden interest in careers within the creative technology sector. We’re happy to report that the first-ever DigiCamp: Online Game Development Camp for Girls which took place in July and August was a success! We developed this in partnership with Under the GUI (UTG) Academy and had IUGO Mobile Entertainment on board as the sponsor. Going forward, we plan to hold this camp again and expand it to include other groups of underrepresented youth as part of our strategic goal of creating an inclusive, diverse and equitable creative technology sector.


    ►Sector Labour Market Partnership (SLMP) Project

    Beginning in January 2020, DigiBC undertook a year-long research project to benchmark the creative technology industry in BC, and this was done in partnership with the Information and Communications Technology Council (ICTC) and BC’s Ministry of Advanced Education and Skills Training (AEST). The first-of-its-kind study includes over 70 interviews with industry and academic organizations to provide a comprehensive overview of the creative technology labour and education ecosystem in BC. The results of this study can be found in our final report, Benchmarking the Creative Technology Industry in British Columbia, which was released in October of this year. It examines both the job development potential and demand for talent in the province, along with current post-secondary training opportunities.



    ►EDI Steering Committee

    This was established to provide programming and resources to support our members’ EDI policy and commitments. The committee has also formed strategic partnerships to help ensure opportunity for underrepresented groups, and is developing a charter and action plan for 2022.

    Indigenous Collaborations
    DigiBC met with the Seabird Island Band (Stolo First Nation) to discuss common ground and potential opportunities to work towards an MOU.

    The Government of Canadas 50-30 Challenge
    DigiBC signed on to this and is one of 1,391 companies participating in the 50-30 Challenge. The goal of the program is to challenge Canadian organizations to increase the representation and inclusion of diverse groups within their workplace, while highlighting the benefits of giving all Canadians a seat at the table.


    Women in Creative Technology Event Series
    We launched this series in partnership with WIGeh & WIA Vancouver to support women in the sector. The first event took place in August and was an online panel discussion featuring some of the sector’s most influential trailblazers. They shared valuable advice and insight on topics such as the basics of networking, knowing your worth, how to handle bullying/sexism, and influencing skills. It was facilitated by Cathy Lim (HR Director, PopReach) and the list of panelists included Heidi Eaves (COO, Relic), Karen Addison (Development Director II, EA), Sara Maseko (Director of Finance, SkyBox Labs) and Jennifer Twiner McCarron (CEO, Thunderbird / Atomic Cartoons).



    Membership, Community Building & Events

    We had
    24 new members join the association this year, and we added two new membership perks by establishing partnerships with S+F Group Benefits Inc (health benefits) and Waypoint Insurance (home/business/auto/recreation).

    We updated our sizzle reel and unveiled it to coincide with Creative Industries Week & Creative Technology Day. This reel represents BC's entire creative technology sector from VFX and animation to video games and VR/AR/XR, while showcasing some of the spectacular content that is made by a number of our member studios.

    DigiBC's Executive Director, Loc Dao and board members, Jon Lutz (EA), Sharon Taylor (Animal Logic), Kay Wong-Alafriz (Kabam) & Nick Facey (Unity) were named in the BIV BC500 2021 List. This list features business leaders who have a notable impact and influence on BC’s communities, industries and economy. 

    DigiBC was proud to be a sponsor of the Spark CG Society and the 2021 Vancouver Asian Film Festival.

    ►Games From British Columbia Steam Page

    We kicked off our 'Games From British Columbia' Steam page project, which is being done in collaboration with Creative BC. This is open to all BC-based video game studios that have titles on Steam, and the page will be launched in March 2022. It's a great opportunity for us to showcase the province's video game industry talent while providing a promotional tool for studios to promote their work.


    2021 Events

    03.11: SLMP Benchmarking the Creative Technology Industry Presentation
    03.12: TELUS EPP Info Session
    03.31: Meet the New Executive Director &  Virtual Trivia Night

    04.12-16: Creative Industries Week
    04.14: Creative Technology Day
    05.18: Calm the Chaos: Managing Stress Workshop
    Approach to Return to Work & Vaccines
    06.29: ICTC WIL Digital Program Info Session
    07.12-16: DigiCamp: Online Video Game Development Camp for Girls
    08.12: Empowering Women in Creative Technology Panel
    08.09-13: DigiCamp: Online Video Game Development Camp for Girls

    09.15: Approach to Return to Work & Vaccines part 2
    10.01-11: VIFF Immersed Virtual Tech Crawl   
    10.21: Mitacs x ECU: Animation & VFX Internship Grant Program Info Session
    11.02: Innovator Skills Initiative Info Session
    11.08: DigiBC & ICTC: BC’s Creative Tech Ecosystem Panel
    11.30: WIGeh Lightning Talks Lunch & Learn (DigiBC supported)
    12.15: CDM Annual Food Bank Fundraiser & Charity Poker Night (DigiBC supported)

    Creative Industries Week

    DigiBC participated in Creative Industries Week 2021, celebrating film, television, creative technology, book and magazine publishing, and music in BC with government, community and industry partners. This year’s event was open to the public for the first time, and it was an opportunity to showcase BC’s innovative, tenacious and resilient creative sector as we collectively emerge from the extraordinary and challenging circumstances of the global pandemic.

    Creative Technology Day

    As part of CIW 2021, DigiBC presented Creative Technology Day where we were able to highlight some of the incredible stories behind our province’s diverse and talented creative tech industry.

    VIFF Immersed Tech Crawl

    As part of VIFF Immersed, DigiBC presented the VIFF Immersed Tech Crawl which brought together members of BC's XR community and attendees got to know some of the province's top XR creators in this virtual trade show. Genius XR provided their immersive platform Congrego.Tech for the event which ran from October 1-11. The participating companies were Splash Mango, IM4 Media Lab, Inscape Studios, Strawberry Fields Interactive, Hammer & Tong, Re:Naissance Opera.


  • 24 Nov 2021 by DigiBC

    Telefilm Canada, in partnership with the Trade Commissioner Service, has organized the Meet the Producers SXSW 2022 Mentorship Program. They are accepting applications from Canadian production companies specializing in film or VR/AR production and planning to attend SXSW 2022 for the first time.

    The initiative will enable a maximum of 10 producers to benefit from exclusive and personalized guidance (networking, B2B meetings, market preparedness, etc.) to prepare for SXSW 2022. This will take place from January 15 to March 20, 2022 and programming leading up to the B2B event at SXSW will be virtual.

    The program will include:

    • Prep for international markets (DALAS, ROs, Telefilm) [virtual]
    • Pitch development session [virtual]
    • SXSW 101 session, hosted in partnership with SX staff [virtual]
    • B2B program at SXSW 2022 [in-person]

    ►Deadline for submission is Friday, December 3

    Click here for more info on eligibility requirements, selection criteria and process


  • 23 Nov 2021 by DigiBC

    Discover what’s on the horizon for the digital economy at Canada’s 2022 Digital Future Summit this February, featuring perspectives from global and community leaders on business trends, markets, policy, and best practices.

    ICTC Horizon will be the largest virtual summit of its kind, drawing over 3,000 participants, including industry leaders, policy makers, innovative thinkers, and community participants.

    Internationally renowned keynote speaker, Dr. Roberta Bondar, the first Canadian woman in space, will kick off the summit. A roster of other insightful keynote presentations will include Johan Rockström, internationally recognized scientist on global sustainability issues; Ron Keller, expert on international financial, economic and geopolitical matters who was the former Dutch Ambassador in Russia, Turkey, China; and Hon. Perrin Beatty, President and Chief Executive Officer Canadian Chamber of Commerce.


    Virtual | Free Admission

    World-Class Speakers
    You’ll hear diverse perspectives from 50+ global and community leaders that have an eye on the horizon.

    Exclusive Interactivity
    We’re not just talking about Q&A sessions. Meet the speakers in exclusive breakout rooms, network with thought leaders, and be part of a real-time discussion about the future of our digital economy.


    Keep the conversations going after it’s all done and revisit your favourite talks and content.
    Register today for ICTC Horizon to gain exclusive access to global leaders with an eye on our changing economic horizon!

    DigiBC is a proud community partner of ICTC Horizon.


  • 20 Nov 2021 by DigiBC

    DigiBC members have the opportunity to connect with the Centre for Digital Media on R&D projects with their Master of Digital Media (MDM) students. This is a win-win scenario where companies can have R&D/proof-of-concept/playable demo work completed in a cost-effective partnership while assessing potential talent to hire. In turn, students make connections and can get real-world industry and portfolio experience. Check out the video below to hear about testimonials from past industry project clients.

    ►Contact Dennis Chenard ( for more info



    Click image above to view testimonial video


    Industry Project Details

    • Industry project partners can have R&D work completed in a cost-effective collaboration
    • Employers can develop, assess, and identify potential talent (new hires) before they graduate
    • Project partners become mentors and collaborators on the projects
    • The next round of in-house industry projects starts May 2022 (proposals due February 28)
    • Can search past database of projects by genre, client or project platform


    Simple 3-part Proposal Process

    1. Project high-level R&D idea(s)

    2. 1-2 team member bios and company boilerplate info

    3. Potential partnership ideas (like consider hiring grads/interns etc)

    Note: Projects must be research and development related (not work-for-hire or outsourcing but more proof-of-concept, proof-of-fun, prototype development related)



  • 19 Nov 2021 by DigiBC

    Applications are open for the Unity for Humanity Grant, as well as the Imagine Grant that was created in partnership with artist and activist, Common.

    Creators making social-impact focused projects built in RT3D across VR, video games, AR, apps or animation are welcome to apply. Grant recipients will receive funding, technical support and mentorship. Applications are being acceipted until December 3, 2021.



  • 18 Nov 2021 by DigiBC
    DigiBC member, Versatile Media announced last month the official opening of their virtual production facility located in Vancouver's Ironworks Building. The studio serves as the company’s Canadian headquarters, and it houses two motion tracking stages (each 3,500 sq ft) running on an Unreal pipeline.

    If you have an animation or live-action project, find out how a real-time capture and visualization workflow can extend creative freedom and add efficiency to your production. The facility is currently open for bookings, demos and tours.



  • 18 Nov 2021 by DigiBC

    On November 10, the HR Tech Group announced the release of their 2021 Diversity in Tech Dashboard, one of several initiatives stemming from the organization’s Diversity, Equity and Inclusion (DE&I) Tech Project, launched in 2019 with funding from the Province of BC. The Diversity in Tech Dashboard reports year-over-year progress on representation of equity-deserving groups in the BC tech sector. The project aims to improve the attraction, retention and advancement of women, Indigenous peoples, people with disabilities, people of colour, newcomers to Canada, and individuals who identify as 2SLGBTQQIA+ in skilled technology occupations throughout the province. 

    In 2021, 171 tech employers participated in the Diversity in Tech Dashboard survey, providing industry-wide data on DE&I policies and practices and employee representation. Now in its second year, participation in this year’s survey was up by approximately 27%, from 134 employers in 2020. This year, 38% of participating organizations reported already having company-wide DE&I goals in place, with an additional 43% considering or currently working on goal-setting.

    “It’s wonderful to see the enormous lift in participation levels this year, and we’re pleased to be able to provide valuable data and insights that highlight the importance of measuring representation within BC’s technology sector,” Said Stephanie Hollingshead, CEO, HR Tech Group. “Tech companies have struggled to build strong representation of equity-deserving populations across the province. It’s essential that we invest in the recruitment and development of diverse perspectives to meet the needs of this rapidly growing sector. In order to do this, we first need to understand where our gaps are in terms of representation.”


    Key findings related to how employees self-identify*:  

    • 8.3% of employees self-identified as 2SLGBTQQIA+
    • 2.9% representation of people with disabilities (apparent or non-apparent)
    • 0.7% representation of Indigenous peoples in BC’s tech sector

    * Based on survey results

    “Supporting more Indigenous, Black, people of colour, 2SLGBTQ+, youth, and women enter the tech industry is a critical part of our work to build an inclusive and sustainable economy for everyone,” said Brenda Bailey, Parliamentary Secretary for Technology and Innovation. “Our government is committed to removing obstacles facing people from underrepresented communities, so that we can better support our growing tech sector with a workforce that represents the diversity of our province.”

    Key findings related to employee reporting on their gender identity*:

    • 66.6% self-identify as a man
    • 33.2% self-identify as a woman 
    • 0.2% self-identify as non-binary or other
    • 81% of the roles in human resources and 76% of the roles in administration are filled by women 
    • 23% of the roles in technology, design & support and manufacturing are filled by women
    • 31% of executive level roles are filled by women

    * Based on survey results

    While 41% of employees reported identifying as visible minorities, this dropped to just 19% at the executive level. The representation of visible minorities is highest in software engineer and developer roles, with 44.5% representation, relative to the 41% reported across all employees. 

    “The second year of HR Tech Group’s diversity data once again reveals the importance of Diversity, Equity and Inclusion at work. It’s encouraging to see the level of employer engagement with benchmarking diversity within the sector and the genuine momentum on the activation of policies, programs and initiatives to enhance inclusion. It’s clear that we still have work to do in advancing DE&I in BC’s tech sector, but we’re headed in the right direction. Through programs like the DE&I Tech Project, we are committed to helping tech companies put programs and policies in place to continue to move the needle,” adds Hollingshead. 

    The Diversity Dashboard showcases data from HR Tech Group’s 2021 Tech Salary Survey, which is produced in partnership with Mercer and includes data from 25,353 incumbents at 184 Canadian tech employers. For more information and to explore HR Tech Group’s Diversity in Tech Dashboard, visit:


    About HR Tech Group

    HR Tech Group is a non-profit association for HR, People and Culture professionals in Canada’s tech sector. The group produces Western Canada’s leading Tech Salary Survey and provides thought leadership, training, collaboration channels, DE&I resources and tech sector data. Our member community is instrumental to tech industry growth, and is connected through knowledge exchange, strong professional and mentoring networks and the sharing of benchmark data. Our 700 members lead and influence the HR, people and culture practices at over 200 tech companies in all tech sectors, including ICT, VFX and animation, interactive and digital entertainment, cleantech, AI, life sciences and more.

    Stephanie Hollingshead
    HR Tech Group


  • 17 Nov 2021 by DigiBC

    The SXSW Gaming Awards celebrate the wide reach of gaming across areas such as art, design, narrative, gameplay, cultural innovation, and more. Enter any or all of the Gaming Awards categories that celebrate and recognize the best within the gaming world. Deadline to apply is December 9, 2021.




    2022 Categories

    • Game of the Year
    • Indie Game of the Year
    • Tabletop Game of the Year
    • VR Game of the Year
    • Matthew Crump Cultural Innovation Award
    • Excellence in Animation, Art, & Visual Achievement
    • Excellence in Game Design
    • Excellence in Original Score
    • Excellence in Multiplayer
    • Excellence in Narrative
    • Excellence in Audio Design
    • Excellence in Technical Achievement

    Final nominees for each category will be publicly announced in February 2022 and all nominees will receive two SXSW Platinum Registrations to attend SXSW 2022.


    Entry & Judging Process

    The Gaming Awards are open for entry from August to December of each year. All entries must be completed titles released during that calendar year.

    Once all entries are received, the judging process will begin for SXSW staff and an advisory board. Once the judging process concludes, SXSW will announce the final nominees for each category in February.

    Click here to view previous winners

  • 10 Nov 2021 by DigiBC

    As part of our ongoing commitment to promoting creative technology-related educational initiatives in the province, DigiBC is asking for your support through sponsorship of the BC Game Developers Innovation Award, in conjunction with the Science Fair Foundation of BC. This award is for students participating in virtual science fairs across the province in 2022.

    What You'll Get
    Any DigiBC member company who provides $1,000 in sponsorship will receive:

    • Their company name and logo listed on
    • Acknowledgement in promotional materials
    • Acknowledgement on the Science Fair Foundation BC website
    • Acknowledgement on SFF BC social media channels

    In addition, if you would like to be involved in the fair for your region, you can help adjudicate the award, attend the virtual ceremony and help present the Game Developers Award. There are also likely to be opportunities for local media coverage. Not to mention the warm, fuzzy feeling that comes from helping students participate in science-based learning. If sponsorship is oversubscribed we plan to use the remaining funds for any or all of:

    • Plaques for student winners to commemorate their achievements
    • Additional sponsorship to the Science Fair Foundation
    • Putting funds aside to support science fairs in future years

    If you would like to contribute to this co-sponsored award, please contact:

    ►Christina Florian,
    ►Mention you are a DigiBC member
    ►Deadline to confirm a donation is November 17, 2021
    ►Deadline to pay for your donation is November 30, 2021

    We look forward to your support!

    Why Sponsor?
    The idea grew out of a discussion between Yggy King (Blackbird Interactive) and Eric Jordan (Codename Entertainment). The award represents a great opportunity to give back to our local communities, promote STEM education in BC and generate some positive publicity for BC game developers.

    The Award
    This will be given to the student(s) whose project demonstrates creativity and innovation in computer science, mathematics, engineering or astronomy. The award encourages the participation of women, First Nations, and others traditionally underrepresented in STEM fields.

    Open to students in grades 7 to 12, the award includes a $50 cash prize for a junior project (grade 7-8), $100 for intermediate (9-10) and $150 for senior (11-12), and will be awarded at all 13 regional science fairs.

    Science Fairs
    The Science Fair Foundation of British Columbia serves to support, organize, stage and fundraise for science fairs in BC. This extends to local, regional, national & international science fairs where students supported by the foundation have consistently produced high standard projects. In British Columbia, 13 regional fairs are part of the nearly 100 fairs held every year across Canada. Each fair is affiliated with Youth Science Canada.


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