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  • 22 Dec 2020 by DigiBC

    A social lifeline of sorts through the pandemic, video games have kept us connected and entertained from the very beginning. Wrapping up the year, here are 20 B.C. games you can play, from idle to mystery and player versus player with energetic storylines, original music, and a broad range of artistic direction. This #PlayBC list is made up of video games that have all been made right here in the province!
     

    #PlayBC Video Game List

     

     

  • 17 Dec 2020 by DigiBC

    Over the course of 2020, DigiBC has continued its work to strengthen the creative tech sector in the province and we are grateful for the interest and active participation of our members and the wider creative tech community -- all while many of us grappled with homeschooling, working from makeshift home offices, and separation from our extended family and circle of friends.  

    With your support over the past year, we are proud to have expanded our reach across Canada, partnering for the first time with other provincial industry associations to produce the inaugural Canada Games Online event. Additionally, we were able to expand our reach here in BC, delivering programs like DigiMusic and Play to Learn throughout the province. In fact, despite the challenges of 2020, we were able to make great progress across DigiBC’s three areas of focus -- Education & Programming, Government Relations and Community Building -- and encourage you to read the full list of details below. We also said goodbye to our former Executive Director, Brenda Bailey, and wish her all the best in the next phase of her career in public service. Once formally appointed, we look forward to introducing our new Executive Director in January. 

    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 this fabulous creative tech sector in the province. Please support us to ensure a healthy future for our industry.  

    Sincerely,
    ~ The DigiBC Team

     



    Education & Programming

    • DigiMusic Summer 2020 Program

      DigiMusic exposes BC high school students to music-related careers in the video game and animation industries. Students are asked to create and submit original scores for either a video game or animation clip. Despite the struggles with COVID-19, this year's DigiMusic Challenge was a success. To celebrate the amazing music entries we received and all the hard work the students put in, we held a virtual finale event on August 12. The event included a showcase of the top entries from the young composers, along with a virtual animation studio tour and an industry Q&A. To end the event on a strong note, we had a beautiful musical performance by renowned BC musician, Tyler Shaw.

     

     

    • Play to Learn (in partnership with EA and EverFi)

      DigiBC continued to see interest in the Play to Learn program even in the summer months. DigiBC delivers this program outside of the Lower Mainland, inviting BC students to consider careers in Creative Technology. During the last school year, this program reached 837 students in 38 rural schools, providing more than 995 hours of learning. 

     


     

    • 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. Supported by The Ministry of Advanced Education and Skills Training, this 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. We look forward to sharing the report in early 2021. 

     

     

    • DigiBC & WIA Report on Workplace Equity, Diversity & Inclusion

      In 2019, DigiBC and Women in Animation (WIA) received funding from Creative BC to deliver an industry-specific Equity, Diversity & Inclusion (EDI) Strategy with a focus on creating and adapting tools for the sector. The report is the product of this collaboration and it includes key recommendations, short and medium-term strategies, and practical tips to make a successful transition into building an inclusive workplace environment for both leaders and employees. Link to full report here: https://bit.ly/2GvqbNY

       
     

    Government Relations

    Over the course of 2020, DigiBC has continued to work closely with government partners as the voice of the creative tech industry. This year, our work included specific programs to measure the impact of the COVID-19 pandemic, along with plans for industry recovery and rebuilding post-crisis.

    • COVID-19 Response: CMF Emergency Relief Funds Phase 2 (IDM)

    DigiBC and our partner trade associations from across the country wrote to the Canada Media Fund and requested that they create a second fund to help studios that were not served by the first COVID-19 Emergency Support Fund. In September, the CMF created a Phase 2 Fund in September which made $10M available to Canadian IDM companies. 

    • COVID-19 Response: IDM Business Analytics Survey (Monthly Data Collection)

    DigiBC is collecting data on how COVID-19 has impacted IDM studios. Once completed, this survey data will be available to our government partners, both federally and provincially, to help inform policy decisions for economic rebuilding post-COVID.

    • COVID-19 Response: Revival of the CIAIC & Canada Games Online 2020

    The CIAIC is a national organization that had been dormant since 2018; we revived it to access national funding to assist member organizations in supporting SMEs that are impacted by COVID-19 challenges. As a result, DigiBC has been participating in regular meetings with our provincial counterparts, as well as with ESAC. This unprecedented level of country-wide collaboration in the IDM sector led to funding from the Ministry of Heritage for the inaugural Canada Games Online 2020, an event designed to provide SMEs with training and direct connections to publishing and investment partners.

    • 2020 Budget Consultation Report

    The 2020 Budget Consultation Report was released on August 19. DigiBC presented to the committee and highlighted the request to add 5% to our IDMTC in order to support diversity hiring, something that we recognize is of priority to this administration. Research indicates that women and people of colour have been disproportionately affected by layoffs during COVID-19, and government is looking for ways to help them back to work. Our recommendation made it into the report this year. 

    • Tech industry Roundtable with Minister Mungall & Premier Horgan

    DigiBC participated in this roundtable in April and was one of six associations asked to brief the Premier. The report, Putting Innovation to Work for British Columbia: Growing B.C. Companies, outlines five recommendations focused on helping innovative B.C. companies thrive and grow, while supporting more innovation across all sectors of the economy. 

    • Representation during the Provincial Election

    We held eight meetings with six ministries in Victoria sharing our presentation requesting to enhance the Interactive Digital Media Tax Credit, to increase it to 25% and to provide incentives for regionality and diversity.

    We also met with industry partner CEOs at the CMF, Creative BC, BC Tech and Innovate BC to align and discuss potential collaborations for 2021.
     


    Community Building

    • The Backpack Buddies fundraiser we held in April raised $4,000 for kids in need in BC 

    • Created BIPOC & COVID-19 Member Resources

    • Sent out a weekly COVID-19 Update to share information and strategies with members (ran for 13 consecutive weeks) 

    Events
    01.24: F*ckUp Nights vol. 4
    03.02:
    Animation & VFX Alliance of BC Leadership Dinner
    03.12:
    Trailblazrs Project Celebration
    08.12:
    DigiMusic Summer 2020 Celebration of Talent
    09.09/10:
    Canada Games Online 2020 - Market Pulse Training
    09.17/18
    : Canada Games Online 2020 - B2B Connect


    Business Resiliency Webinar Series

    05.15: PwC & BDC: Accessing Funding During COVID-19
    05.20: EA & Fasken: Returning to the Workplace
    06.20: DigiBC Town Hall: Assistance for Indie IDM Studios
    07.09: IRCC & BC PNP Q&A Webinar (in collaboration w/Animation & VFX Alliance)
    07.15: CBRE: The Changing Landscape of the Workplace


    Trailblazrs
    Project
    Trailblazrs is an amazing project about female funders and founders that was initiated by Gerri Sinclair, managed by Jeannette Kopak and produced by many MDM grad students. It was officially handed off to DigiBC in March.


    Membership

    • New Members: 18 new members joined this year

    • New Perks & Discounts: TELUS Exclusive Pricing Program, SPUD, Fresh Prep, Navas Apparel, Sheraton Wall Centre, Kwela Leadership Training, UME Academy 

     

     

     

  • 16 Dec 2020 by DigiBC

    The Digital Skills For Youth (DS4Y) Program

    Did you know you can get $26,000 to hire and train your intern through Innovate BC's new Digital Skills for Youth program?  Whether you have recently hired talent, or are looking to hire, to be eligible for the funding you just need to be a B.C. based company with less than 500 employees, with an intern between the ages of 15 and 30.

    Here’s how the funding breaks down: 

    • $17,000 to cover salary
    • $4,000 to cover training costs
    • $5,000 to cover direct costs (e.g., small repairs or renovations) 


    Your intern must be working in a tech role – for example programming, automation, UI/UX, digital marketing, or cybersecurity, amongst others.
     

    Even if this grant isn’t suited for you, perhaps you know a friend or a local business that may benefit from the funding at this time. 

    Learn More

    Limited funding available. Deadline to apply is January 15, 2020

     

  • 18 Nov 2020 by DigiBC

    Canadian Heritage (PCH) and Global Affairs Canada (GAC) are now accepting applications for a Gaming & Interactive Entertainment Profile Book. The purpose of the book is simple – submit your company’s profile and latest project, and if accepted, our team of trade commissioners will get this information into the hands of potential investors, publishers, and partners. When an expression of interest for your company and project is received, you will be directly connected with the interested contact for a warm introduction.

    Additionally, the book will be used to recruit global contacts for business matchmaking at key gaming shows in 2021 including Game Developers Conference, Devcom, China Joy, G-Star, Game Connection Europe, Nordic Games, Reboot Develop, Tokyo Game Show, MEGA+MIGs and XDS. Companies that are featured can expect their information to be shared with the Trade Commissioner Service network in gaming markets worldwide.


    Click here to apply

    Application Deadline: December 4 @ 12:00AM PST

     

    Eligibility
    To be eligible for funding, a company/organization must:

    • be incorporated under the laws of Canada, a province or a territory;
    • be a for-profit company or not-for-profit organization;
    • support the promotion of Canadian interactive and digital media abroad;
    • expect to generate new export revenues (with a project under development or investment opportunity, for example);
    • plan to participate at the July 2021 GDC event at their own cost; and
    • be made available for consultation on the content of the profile book as well as a showcasing video. 

  • 30 Oct 2020 by DigiBC

    Canuck Place Children’s Hospice has partnered with EA Sports to put together this exciting team building opportunity and fundraiser for tech companies in Metro Vancouver.

    Why is an online game tournament a great team building activity for your company and a way to give back to the community?

    Online competitive sporting video games create collaborative environments by inviting communication and synergy between the players as they learn each other’s styles. They’re prompted to work together to organize their players according to their team’s overall strengths and weaknesses as well as their own. The goal is to create a back and forth competitive atmosphere that will invoke teamwork, boost team morale and bring people together.
     

    Benefits:

    • Company name mentioned in 2020/2021 Annual Report
    • Social media promotion and communication of participation
    • Event only open to affinity groups, mostly employees of Metro Vancouver’s tech sector
    • 1st prize: signed Canucks jersey for the team
    • 2nd prize: signed Canucks hockey stick for the team

     

    Tournament Details:

    Game: NHL 2.1 EA (electronic access code provided for each player)
    Console: Xbox (not provided)
    Start Date: November 13
    Duration: 10 hours approx.
    Platform: Final game will be broadcast live on Twitch
    Capacity: 16 teams of 5 players each
    Entry Fee: $ 1,000 charitable donation to Canuck Place  
    Entry Deadline: Teams must register by November 10
    Schedule: 

    Day

    Time

    1st Game November 13th

    4:00 pm to 6:00 pm

    2nd Game November 20th

    4:00 pm to 6:00 pm

    3rd Game November 27th

    4:00 pm to 6:00 pm

    4th Game December 4th

    4:00 pm to 6:00 pm

    Final Game December 11th

    4:00 pm to 6:00 pm



    Registration Info:

    For more information and to register, please contact:

    Luigi Ronchi
    Corporate & Business Development Strategist
    (604) 730-3308 or luigi.ronchi@canuckplace.org

     


    About Canuck Place:
    Canuck Place Children’s Hospice provides innovative, holistic clinical care with compassion through our hospices, in hospitals and communities in BC & Yukon. We provide respite, family support, pain and symptom management, end-of-life care and bereavement services to newborns, children, youth and their families living with progressive life- threatening conditions.

  • 30 Oct 2020 by DigiBC

    Canada Games Online Recap

    • Canada Games Online wrapped up last month and BC had a strong showing in both Market Pulse Training (33% of attendees) and B2B Connect (21% of participants). This high-value event was the result of the collaboration between provincial trade associations to support our industry, especially the smaller/newer/indie studios, during COVID-19. It was designed to assist them, as well as support the continued growth of the many successful studios in Canada. DigiBC continues to work for indie studios... even if they aren't a member (yet)!
       

    DigiBC & WIA Report on Workplace Equity, Diversity & Inclusion

    • This EDI Report includes:
      • Key recommendations
      • Short and medium-term strategies
      • Practical tips to make a successful transition into building an inclusive workplace environment for both leaders and employees

    Download Report



    Call for Sponsors: BC Game Developers Innovation Award

    • The BC Game Developers Innovation Award is for students participating in science fairs across the province with a project that demonstrates innovation in computer science, mathematics, engineering or astronomy. As part of DigiBC's ongoing commitment to promoting creative technology-related educational activities, we are asking for your support through sponsorship of the award, in conjunction with the Science Fair Foundation of BC.
       

    Click here to sponsor
     


    Animation & VFX Alliance News

    • The Diversity & Inclusion Committee is excited to invite you to the next panel in their D&I Panel Series on November 24. We will continue discussions on equality, diversity and inclusion in the industry. If you would like to participate as a panelist, please sign up via this form before November 4.

     


    New Membership Discounts

    • We've secured new discounts with SPUD (grocery delivery), Fresh Prep (meal kit delivery), TELUS (exclusive rates) and Navas Lab Apparel (premium quality clothing). These perks are available to all employees at our active DigiBC and Anim&VFX member companies. Not sure if you are a current member? Interested in signing up for a membership? Contact team@digibc.org for further assistance.

     

  • 29 Sep 2020 by DigiBC

    Canada Games Online 2020 Recap

    • Thank you to everyone who participated in Canada Games Online 2020. The conference was a massive success thanks to the collaboration of the Canadian video game sector’s industry associations from Ontario, Quebec, BC, Manitoba, Saskatchewan, Nova Scotia and PEI. As a part of B2B Connect, Canadian studio leaders met with 65+ investors and publishers from top global companies such as EA, Nintendo, Konami, NetEase, Square Enix and 505 Games. Additionally, attendees were able to benefit from the insight shared by industry experts during the Market Pulse Training webinars.

    Click here to view Market Pulse webinars

    • We'd like to give a big thanks to our partners and sponsors for their generous support in making this event possible! Funding: Canadian Heritage & Canada Media Fund // Sponsors: Ubisoft & Fasken // B2B Provider: MeetToMatch


    IDM Business Analytics Survey (Monthly Data Collection)

    • DigiBC is tracking basic analytics in order to have factual data on the impact that our sector is experiencing from COVID-19. We will use this data to advocate on behalf of industry. If you are in the video game sector, it is in your best interest to participate in this simple data collection exercise. We ask only five questions that measure changes in deal flow, productivity, revenue and staffing.
       
    • We currently have 20 game studios participating and have collected monthly analytics from March to August. This represents (by headcount) about 50% of the industry. We'd like to hit 65% to ensure it is reflective, so please contact team@digibc.org if you would like to participate and share your anonymous data.

     


    DigiBC & WIA Report on Workplace Equity, Diversity & Inclusion

    • In 2019, DigiBC collaborated with Women in Animation (WIA) and received funding from Creative BC to deliver an industry-specific Equity, Diversity & Inclusion (EDI) Strategy. The following report and recommendations are the product of this strategy which consisted of an EDI audit across DigiBC’s membership, inclusion literacy and unconscious bias training of industry leadership, and establishing tools and policies for members.
       

    Download EDI Report



    SLMP (Sector Labour Market Partnership) Project Update

    • DigiBC is nearing the end of our Creative Technology Education SLMP Project research. We look forward to sharing more findings from this pivotal benchmark study when the final report is released in November. 
       
    • While we are still analyzing the data and writing the report, there are some interesting initial findings. For example, we asked about Work Integrated Learning (WIL) and discovered the following:
       
      • All participants suggested that WIL students demonstrate a higher competency level when entering workforce 
      • 95% of studios found WIL programs to be important
      • 90% of studios currently hire or have hired co-ops or interns
      • Those that have, would like to, but do not have capacity to dedicate resources to effectively supervise, train and support the students
      • Most successful WIL students are those that have stronger “soft skills” (passion for industry, strong communication skills, agility and ability to adapt, strong learning attitude, professionalism)
      • Most studios report approximately a 50% conversion rate from WIL student to full-time hire
         
         

  • 24 Sep 2020 by DigiBC


    Cloudhead Games is an award-winning VR studio located on Vancouver Island and was founded by Denny and Tracey Unger. As an early adopter and being a ‘90s VR garage hacker enthusiast’ from building collimated displays to designing Oculus’s first logo, Denny’s involvement in VR spans decades. His early work includes the creation of a board game company deploying over 104 products, advergaming design and creative direction, and a deep dive into groundbreaking VR video game production culminating in the creation of Cloudhead Games. Tracey has a history in general management with their previous company, as well as experience and formal education in stage management. She has also helped open several franchise restaurants with a focus on human resources, including hiring and training.

    Cloudhead has been developing in VR since late 2012 and this led to a successful Kickstarter campaign in the spring of 2013 that gave them the mandate to create the first-ever announced, built-for-VR game, previously known as The Gallery: Six Elements. They have since gone on to release other prominent titles such as Pistol Whip and Aperture Hand Labs. Cloudhead has partnered with industry-legends Valve, Sony, HTC and Oculus to create for the next-gen VR hardware. Always innovating, Cloudhead is best known for their early solutions in VR locomotion/comfort with snap turns and teleportation, as well as VR motion capture and hand interactions. We recently caught up with Cloudhead to see what’s been happening at the studio, what’s on the horizon and how they have been adapting to the COVID-19 pandemic.


    How would you describe your company culture?

    Collaborative, Creative, Innovative. We are an open, honest, and accepting culture that values hard work and dedication to crafting the best VR experiences. We have quite a diverse team that relies heavily on collaboration, which allows us to create the best entertainment experiences possible.

     

    What would you say sets Cloudhead apart from other studios?
    The people, no doubt! Cloudhead Games is a diverse team of VR veterans and enthusiasts with a combined drive and passion for creating.
     



    What games have you previously released?

     

    What projects are you currently working on?
    We are currently hard at work on our first action pack for Pistol Whip called, 2089. It’s a cinematic action campaign with new scenes, weapon types, enemy types and mechanics, slated for release this holiday season. It’s by far the biggest Pistol Whip release we have created and we’re extremely excited about all the interest we’re receiving.

     

    Has the studio won any awards or received any accolades?

    ● Nominee: Canadian Game Awards 2020 – Game of the Year

    ● Finalist: 4th International VR Awards 2020 - VR Game of the Year

    ● Winner: UploadVR Best of VR Awards 2019 - Developer of the Year

    ● Winner: D.I.C.E. Awards 2020 - Immersive Reality Game of the year

    ● Winner: UploadVR Best of VR Awards 2019 - Developer of the Year

    ● Winner: Road to VR's 2019 Game of the Year Awards - SteamVR Game of the Year

    ● Winner: VR Fitness Insider's VR Fitness Awards 2019 - Best New VR Fitness Game of the Year

    ● Winner: VR Fitness Insider's VR Fitness Awards 2019 - Best Action VR Fitness Game of the Year

    ● VRGear's Best VR Games of the Decade (Top 10)

    ● Polygon's 50 Best Games of 2019 (#50)

    ● Gamespot's Best VR Games of 2019 (Top 5)

    ● Forbes' Top Ten VR Games of 2019 (Top 10)

    ● VRFocus' Best Oculus Quest Games of 2019 (Top 10)

    ● VRFocus' Best Oculus Rift Games of 2019 (Top 10)

    ● GameRant's Top 10 Virtual Reality Games of 2019 (Top 10)

    ● Eurogamer's Favourite Games of 2019 (Ian Higton's Top 5)

    ● Giant Bomb's Top 10 Games of 2019  (Mike Drucker's Top 10, Kahlief Adams' Top 10, Will Smith's Top 12)

    ● Winner: 2018 VR Awards - Game of the Year

    ● Winner: 2018 Viveport Developer Awards - Best Entertainment Experience

    ● Winner: 2018 Cinequest Awards - Best Episodic Game

    ● Road to VR Best of 2017 - Top 5 Oculus Rift Game

    ● Road to VR Best of 2017 - Top 5 HTC Vive Game

    ● Winner: 2017 Cinequest Awards - Best Game

    ● Winner: 2017 Cinequest Awards - Best Game

    ● Winner: 2016 UploadVR Awards - Best Narrative

    ● Winner: 2016 Canadian Video Game Awards - Best Narrative

    ● Winner: 2016 Canadian Video Game Awards - Best Technology

    ● Winner: 2016 Canadian Video Game Awards - Best Game Innovation

    ● Winner: 2016 Proto Awards - Best Narrative

    ● Winner: 2016 Proto Awards - Best Narrative

    ● Winner: 2016 UploadVR Awards - Best Narrative

    ● Winner: 2016 Canadian Video Game Awards - Best Narrative

    ● Winner: 2016 Canadian Video Game Awards - Best Technology

    ● Winner: 2016 Canadian Video Game Awards - Best Game Innovation

    ● Winner: 2016 Proto Awards - Best Narrative

    ● Winner: 2016 Proto Awards - Best Narrative

    ● Winner: 2015 Proto Awards - Most Transportive

    ● Winner: 2015 Proto Awards - Most Transportive

    ● Winner: 2014 Proto Awards - Best Sound Design

    ● Winner: 2014 Proto Awards - Best Sound Design

     

    Are there any other exciting facts about Cloudhead we may not know about?
    How about some fun holiday-themed facts? Cloudhead Games loves giving back and for the last four years has hosted an annual charity haunted house in conjunction with the city where we are located. Check out some eerie examples on our Instagram page! Unfortunately, there won’t be a haunted house this year due to COVID-19, but we’re already brainstorming on how we can give back while staying safe this holiday season.



    Are you currently hiring? If so, what are the open positions?

    While we aren’t actively looking to fill any particular positions, we are always interested in hearing from smart, creative people who are passionate about virtual reality. Apply or keep an eye on our website to stay up-to-date on future career opportunities. https://cloudheadgames.com/careers/

     

    Are there any updates you want to share about how the studio has been adapting to WFH and working through the COVID-19 pandemic?
    COVID-19 certainly presented some challenges, particularly with a team like ours which is quite close but it was nothing we couldn’t handle! We’ve been working fully remote for the last six months, during which we have released two major updates, been involved in some massive events such as Facebook Connect, and also launched on a new platform with our PlayStation VR debut.
     

  • 23 Sep 2020 by DigiBC

    Dames Making Games (DMG) is a nonprofit organization that provides free education, social support and community for queer and gender-marginalized artists working in games, immersive and interactive media. They recently announced their all-new accelerator online program called the Damage Labs Studio Startup, and applications are being accepted until October 14.


    This is a free program open to marginalized creators interested in starting their own game or media studio. Participants will explore ethical labour frameworks, alternative financing, and cooperation structures. There will also be a wonderful team of mentors and coaches supporting participants through the 24-week online program. Check the links below for further details and to apply.


    ➡Info Session Video
    ➡ Frequently Asked Questions
    ➡Program Overview
    ➡Application Form

     

  • 10 Sep 2020 by DigiBC

    PROCOLOMBIA is organizing two upcoming virtual platforms to connect Colombian digital and IT companies with international stakeholders interested in learning, exploring and/or partnering up with Colombia.

     


     

    1) SOFTIC (September 22 & 23): The main Software & IT Business Matchmaking Event in Colombia, where business meetings are held between international buyers and entrepreneurs from the Software & IT industry in Colombia. This event is organized along with the Software & IT National Association, Fedesoft Colombia.

    Interested companies can register here: https://www.rnsoftic2020.com/en/softic2020/Buyer

     

     

     

    2) +CTG in Avatar (October 28 & 29): +CTG is the largest Latin American creative summit that strengthens the promotion of the Colombian creative and content industries through a business matching event. It brings together Colombian entrepreneurs and developers of animation, post-production, video games, applications, audiovisuals, digital marketing and advertising services with international buyers. More info can be found here: www.mascartagena.net
     

     


    Participating in these B2B events will allow participants to network with C-level Colombian stakeholders via pre-scheduled one-to-one 40- minute virtual business meetings. Some of these teams count with high level English business proficiency, a strong North American cultural affinity and offer consultancy, development and products within these categories:

    * Software, Mobile & Web development

     

    * IoT 

    * AR & VR producers 

    * AI

    * UX/UI

    * Blockchain

    * Digital and graphic desig 

     

    * E-commerce development: Shopify, Prestashop, AWS, Magento.

    * IT services and solutions for different industries

     

    * Cybersecurity.

    * Cloud solutions

     

    * Staff augmentation services (latest technologies)

    * BI & Big Data

    * Advertising & Marketing

     

    * Content marketing

    * Digital marketing services

     

    * Social media marketing

     

     

     

    +Cartagena 2020 event promotional video

     

  • 28 Aug 2020 by DigiBC

    When COVID-19 hit, a Nordicity study showed that while many video game studios experienced a positive market bump, there were others that were negatively affected by not having access to market. Notably, smaller or newer studios with prototypes ready to show were in trouble. Conferences that were typically relied on for business development and connecting with publishers and investors ended up being cancelled. Many have come back as online events, but how does a small to medium-sized game studio get noticed?

    The Canadian video game sector responded and industry associations from Ontario, Quebec, BC, Manitoba, Saskatchewan, Nova Scotia and PEI worked together to revitalize the CIAIC and organize Canada Games Online. This has been designed to help Canadian video game developers grow their businesses, and it promises to be a high-quality event with 50+ international publishers and investors already signed up to attend. We'd like to thank to the Canada Media Fund and Canadian Heritage for funding this endeavour.


    Learn more: www.canadagamesonline.com

     

     

    • Market Pulse Training (September 9-10) is a free two-day event that includes five online workshops presented by international industry experts. They will provide insight into international game markets and introduce you to proven strategies for crafting persuasive sales pitches.  FREE REGISTRATION

       

     

    • B2B Connect (September 17-18) is a 48-hour online networking event that matches you with compatible game publishers and investors from around the world. Participating companies include Electronic Arts, Nintendo, Konami, NetEase, Square Enix and 505 Games. GET YOUR TICKET


  • 27 Aug 2020 by DigiBC

    Canada Games Online 2020 Conference (September 9-10 & 17-18)

    When COVID-19 hit, a Nordicity study showed that while many video game studios experienced a positive market bump, there were others that were negatively affected by not having access to market. Notably, smaller or newer studios with prototypes ready to show were in trouble. Conferences that were typically relied on for business development and connecting with publishers and investors ended up being cancelled. Many have come back as online events, but how does a small to medium-sized game studio get noticed?

    The Canadian video game sector responded and industry associations from Ontario, Quebec, BC, Manitoba, Saskatchewan, Nova Scotia and PEI worked together to revitalize the CIAIC and organize the Canada Games Online Conference. This has been designed to help Canadian video game developers grow their businesses, and it promises to be a high-quality event with 50+ international publishers and investors already signed up to attend. We'd like to thank to the Canada Media Fund and Canadian Heritage for funding this endeavour.

    Learn more: www.canadagamesonline.com
     

     

    • Market Pulse Training (September 9-10) is a free two-day event that includes five online workshops presented by international industry experts. They will provide insight into international game markets and introduce you to proven strategies for crafting persuasive sales pitches. FREE REGISTRATION

     

    • B2B Connect (September 17-18) is a 48-hour online networking event that matches you with compatible game publishers and investors from around the world. Participating companies include Electronic Arts, Nintendo, Konami, NetEase, Square Enix and 505 Games. GET YOUR TICKET



    Canada Media Fund COVID-19 Emergency Relief Funds (IDM)

    DigiBC and our partner trade associations across the country wrote to request that the Canada Media Fund create a second fund to help studios that were not served by the first fund. The CMF announced Phase 2 of the fund which is $10M going to Canada’s interactive digital media companies. This is part of the $27.8M in funding that was designated for Canada’s audiovisual sector as part of Phase 2 of the COVID-19 Emergency Support Fund for Cultural, Heritage and Sport Organizations by the Government of Canada. DigiBC appreciated the opportunity to consult with the CMF on the structure of this funding.
     

    Click here for further details & to apply
     

    • This funding is being made available to applicants who have not previously received CMF COVID-19 Emergency Relief Funds and who meet the eligibility criteria.
       
    • Eligible applicants will receive between $5,000 and $100,000, to be determined through a formula-based approach.
       
    • Application window is open from August 31 until September 25.
       
    • This is considered emergency non-repayable operations funding (not program funding).

     

  • 27 Aug 2020 by DigiBC


    We are all hearing about kids and community groups not having access to technology during the COVID-19 pandemic. Do you have old tech in your home or office and would like to get it to someone in need?


    Click here to donate

     

    The BC Technology for Learning Society is a registered charity that trains and hires youth to refurbish donated computers and then distributes them to schools, non-profits, libraries, Indigenous communities and students. Data security is a top priority and they follow strict procedures to ensure that all information is wiped from hard drives received. They are also an official Microsoft Refurbisher and EPRA verified, meaning they are held to high standards in every step of the refurbishment process. By donating your tech to a registered charity, you may be eligible for a tax receipt for the fair market value of the equipment.

     
     

     

    Since 1994, we have delivered the Computers for Schools Plus program across British Columbia, distributing over 170,000 computers! BC Technology for Learning Society is authorized by Innovation Science & Economic Development Canada (ISED) to deliver the Computers for Schools (CFS+) program in BC. We are part of 14 other organizations across Canada delivering CFS+. Thank you to the Government of Canada for funding this important work. Computer for Schools Plus (CFS+) is a national partnership-based program that refurbishes digital devices donated from government, private business and individuals for use by schools, libraries, not-for-profit organizations, Indigenous communities and eligible low-income individuals. This program is funded by the Government of Canada.

     

  • 25 Aug 2020 by DigiBC

    Kano was originally founded in 2008 by three University of Victoria computer science and engineering students and at the time, they had no prior game development experience. However, they were able to build on the nascent Facebook Gaming platform to release their first title and then eventually shifted their focus to primarily the App Store and Google Play. The studio has since gone on to establish a reputation for creating and running free-to-play games as a service and having gaming communities worldwide that encompass millions of players. Kano is now in its 12th year of being a self-funded independent game studio with Eric Haight (President) and Tim Teh (CEO) continuing to still lead the company today. We recently caught up with Kano to see what’s been happening at the studio, what’s on the horizon and how they have been adapting to the COVID-19 pandemic.

     


    How would you describe your company culture?
    We are diverse by design, but aligned through our core values and unified purpose to build meaningful connections through lasting social games.
    Our diversity makes us stronger because each individual brings different perspectives to each problem we are faced with. Our core values focus us around what is most important to our success. In the case of Player Obsession, for example, is that we create experiences to cater to our communities rather than to what we individually think is best.

    What would you say sets Kano apart from other studios? 

    We don’t know if this really sets us apart, but as a studio we believe in ownership. As such, we are transparent with how the company is doing and strive to keep the team informed of that status often, through company all hands meetings, access to revenue dashboards, etc. We also share success with our team through an uncapped profit share program, meaning that if Kano doubles or triples revenue in a given year, our profit share pool as a percentage of overall earnings is not capped by a ceiling but open to growth with our added success.

     


    What projects are you currently working on?
     

    We are focused on creating long lasting gaming experiences. A fair percentage of our team is focused on the live operations of our RPGs including Mob Wars, Viking Clan,  Pirate Clan and Zombie Slayer. More recently, we have been focused on the idle genre with our new game Fubar: Just Give’r and are just starting development on a new unannounced title we hope to release next year.

     

     

     

     

    Has the studio won any awards or received any accolades?
     

    • 2020 Great Place to Work - Best Workplaces in Canada - Less than 100 Employees
    • 2019 Great Place to Work - British Columbia
    • 2019 VIATEC Employer of the Year - Finalist
    • 2018 VIATEC Company of the Year (11-49 Employees) - Winner
    • 2018 VIATEC Employer of the Year - Finalist
    • 2017 VIATEC Company of the Year (11-49 employees) - Finalist
    • 2014 VIATEC Employer of the Year - Winner



    Are there any other exciting facts about Kano we may not know about?

    When we were coming up with a name for our company, we made a list of characters from the games we played as kids. The name Kano is an ode to, not the character, but one of the games we all played a lot of growing up which was Mortal Kombat. I guess we are also very Canadian in that our name is actually pronounced K-Eh-No and not (Pop) Can-Oh, which a lot of people think.

     

     

     

    Are you currently hiring? If so, what are the open positions?
    Yes, we are! Please check out our
    Careers page. While we are based in Victoria, BC, with the full team now all working at home, we have opened up our hiring to include remote candidates!

     


    Are there any updates you want to mention and share about how the studio has been adapting to WFH and working through the COVID-19 pandemic?

    Our move to WFH itself was a pretty seamless shift with business not really skipping a beat. That said, like most things we do at Kano, we are constantly iterating on our systems and procedures to ensure our team feels supported and is running at full steam.

     

    On the social side, we have tried to replace our beer Friday syncs with virtual Happy Hours and actually just had our first socially distanced hang a few weeks ago.

     

    We don’t know what the new norm will look like next year, but having a physical HQ is something we think we will always want. We are a social bunch and do miss seeing our teammates in person.

     

     

     

    Kano Canine Companions: Newman & Opie

     

     

  • 16 Jul 2020 by DigiBC

    COVID-19 Response: The Interactive Digital Media Sector

    I describe the state of the creative technology industry during COVID-19 as... the best of times and the worst of times. Like the Charles Dickens reference to London and Paris in a Tale of Two Cities. With our consumers being compelled to spend more time at home, the market for digital content has increased, as well as the opportunity to sell back catalogues and finding new players and viewers for our products. For the most part, video game creators are just as busy, if not busier than prior to COVID-19.  New Zoo reports that mobile games sales are up 13.3% YOY, for example. However, this is not the whole story. While most video game studios are “full steam ahead”, some studios have experienced a decrease in business development opportunities, largely due to spring biz dev events such as GDC being cancelled. It looks like this has a larger impact on newer studios, as one might expect. How do you show your prototype or game to publishers and investors during a pandemic?

    In a recent Nordicity study, Canadian IDM companies were asked to report on their fiscal runways (that is, their ability to cover costs should no new business arrive). Overall, the industry estimated an average of just four months of runway, with micro and small companies hit the hardest.

     

    Source: Canada's interactive digital media sector in the COVID-19 pandemic  April 2020

     

    With many large video game conferences and tradeshows postponed or having pivoted to an online format for the foreseeable future, the opportunity for Canadian developers to network with publishers, investors and partners, and establish the business relationships that lead to new work has virtually disappeared. This is true across the country, and DigiBC has banned together with La Guilde du jeu vidéo du Québec (La Guilde), Interactive Ontario (iO), Video Games PEI, the Interactive Society of Nova Scotia (ISNS), New Media Manitoba (NMM), Sask Interactive, and Digital Alberta under the banner of the Canadian Interactive Alliance / Alliance Interactive de Canada (CIAIC). The National grouping has fought to assist studios who are having difficulty in two ways.

    1. We are advocating at a national level to ensure that the second allotment of funding for IDM companies is distributed in a way that reaches more of them. The first allotment of emergency funding distributed through the CMF targeted studios that had received CMF funding in the last three years. While helpful for those studios who received it, we argue that there are many smaller studios worthy of cash assistance to get them through the economic downturn who are not CMF clients, particularly in regions that are less well served by CMF, such as BC. As a result of our efforts, an additional $10M is allotted to these IDM studios, and we are working with Heritage Canada and the CMF on a distribution model.
       
    2. We have secured funding to put on a Canada-wide online business development event, Canada Games Online 2020, and are currently in the planning stages. This will be a first-of-its-kind event providing Canadian video game companies an online forum to showcase their development capabilities and independently held IP, and explore opportunities for new work. The conference will consist of the following two activities.
    • Market Pulse (September 9 &10): The Market Pulse model builds on the success of La Caravane, an annual training program for the video game industry in Quebec. It will provide guidance on tailoring pitch material for different audiences and needs, along with current international market perspectives to inform game development strategy. A series of webinars will provide participating developers with presentation training and market updates to develop their pitches to potential publishers, partners and investors. Webinars will be produced specifically for the event and provide curated content relevant to the participating developers.
       
    • B2B Connect (September 17 & 18): Participating developers will have the opportunity to engage directly with international publishers, partners, and investors over two days of 1:1 meetings. Using the enhanced B2B event networking service, MeetToMatch, companies will be connected based on shared goals and desired outcome.

     

    More details on the events to follow in the coming weeks, but we are delighted to create these offering and to attract publishers and investors interested in our incredibly talented Canadian video game sector!


    ~ Brenda Bailey, Executive Director, DigiBC

     


    Data Please!

    We all know that data is king, queen, and the whole royal contingency, but this is true more than ever in during this pandemic. Our government partners rely on us to collect data on our industry so that we might provide briefings based on fact, not conjecture. DigiBC is well placed to provide this data.

    • We are part way through a large Sector Labour Market Research (SLMP) project looking at the creative technology labour and education ecosystem in BC.
       
    • We are also collecting data on how COVID-19 has impacted IDM studios, and send a huge thank you to all who are participating. For those who are not - please do! This is a pivotal time for our sector, and showing resiliency during a pandemic while illustrating where we can grow and help the province create jobs and stability is key. Whether you are a member or not, we invite you to participate for the benefit of our sector. Contact us for further info.
       
    • It is quite possible that those who have lost jobs in one sector may be able to retrain and move into our sector, given that we are still hiring and our talent shortage is real. Are you starting to hire folks from other sectors as a result of COVID-19? If so, I’d love to hear about! How is it working? How is the up-skilling going? Which carryover skills did you prioritize? Email brenda@digibc.org.

     
    ~ Brenda Bailey, Executive Director, DigiBC

     


    Animation and VFX Alliance of BC News (DigiBC & MPPIA partnership)

    As government moves into the early stages of the BC Restart Plan: Phase 3, and the industry moves toward working from the studio again, the Animation & VFX Alliance of BC is pleased to share their COVID-19 Return to Studio Guide.

    This guide was created this to provide information and resources that can be tailored to each unique animation and visual effects studio, as part of its commitment to the reopening of safe and resilient studios in BC. We recognize the top priority is the continued well-being of people working in the A&VFX industry, and this guide has been developed with that priority at its core. It is also aligned with government policies and WorkSafeBC standards to ensure studios can provide for the safety, security, health and well-being of employees.

    We have encouraged studio leaders of both member and non-member companies and their teams to use this guide in conjunction with trusted government-based resources, as they develop their COVID-19 safe working plans. We want the guide to provide a sense of reassurance for employees within our industry, and invite studios to share the guide with their employees through various ways such as, intranet, email and noticeboards.

    Finally, the Alliance would like to give a shout out to the member studios who came together in May/June with the intention of providing an industry-specific guide, supporting studios large and small in BC, in these unprecedented times. This guide would not have come about without this great example of BC studios collaborating.

    Please click here to contact the Alliance.
     

  • 11 Jul 2020 by DigiBC


    Gasket Games is a Vancouver-based video game studio that was founded in early 2018 by Jeff Lydell, Karl Schmidt, Carolina Ellis and Matt Kuzminski. All of the directors have extensive backgrounds in video games and tech having previously worked at Blackbird Interactive, Relic, Capcom, DeNA, Mobify, and Plenty of Fish. The studio is dedicated to producing online games that use innovative matchmaking and streaming technologies, and they strive to create new titles that will unite players around the world. We recently spoke with Carolina to find out what’s been happening at the studio, what’s on the horizon and how they have been adapting and working through the COVID-19 pandemic.

     

     

    How would you describe your company culture?
    One of our early employees coined the term “Gasketeer” and that has stuck with us ever since! It’s a great example of how the employees are active contributors to the company environment. Building a new company and new products required a high degree of adaptability from our team, and we hired for these qualities. We believe that making great games is a team effort and that it requires close collaboration. We know that the health of our teams outweighs someone's individual contribution and we have no tolerance for toxic behaviour. We are also a learning organization, so everyone continues to hone their craft individually and learn from each other as well.

    As an owner-operated company of 35 staff, we are able to share information quickly and openly. We have weekly studio updates where we talk about what’s happening in our games and studio.  


    What would you say sets Gasket Games apart from other studios?

    The people and original projects that we are working on are what set us apart. The people who choose to come and work with us understand that making a game is not just about collecting a pay cheque. As a fairly new studio in Vancouver, we have chosen to share the studio's success with our employees by offering an Employee Shares Option Plan. 

    From the beginning we have been ambitious about what we’re able to achieve and the kinds of projects we want to work on. Just because we are currently a smaller studio doesn’t mean we can’t work on amazing projects. We will be announcing our first project later this year and we cannot wait to share it with the games community!

     

    What projects are you currently working on? 
    Currently we are working on two projects. The first is a licensed IP in collaboration with Focus Home Interactive and Games Workshop. This is the project that will be announced later this year. The second project is an original IP action RPG. 

     


    Are there any exciting facts about Gasket we may not know about? 

    When we first started Gasket Games we shared a Yaletown office space with a few other businesses. The other occupants of the space were a successful Venture Capitalist, a running app with great people and a fantastic dog, a guy who made topographic maps and a graphic design business. The space was small and had definitely had some quirks! There was a very loud A/C unit that would halt conversations mid-sentence and no kitchen facilities, other than a microwave and a water cooler. Moving from that space to our current 5,600 sq ft studio in Mount Pleasant was a welcome change, but the memories we made in the Yaletown location are priceless.


    How has Gasket adapted to WFH and working through the COVID-19 pandemic?

    Like most other studios, we have been predominantly working from home since March. We keep in touch through Slack, Google Hangouts, game nights, lunch hours, daily coffee hangouts, and our weekly studio update. Recently we provided all of our staff with care packages that contained items from local businesses that we used to enjoy at our studio and some swag as well. These care packages were personally delivered to each employee by our admin team. As for team growth, any new hires will start with us remotely and then transition to working back in the studio at a later date. 

     
    Are you currently hiring? If so, what are the open positions?

    Check out our new website for all of our current openings: www.gasketgames.com

     

     

  • 02 Jul 2020 by DigiBC

    Are you a BC high school student looking for something to do over the summer? Do you love music, video games, and animation? DigiMusic Summer 2020 is in full swing and it’s free to register!

    DigiMusic is a music challenge that offers young musicians and composers a great opportunity to create an original piece of music for a video game or animated film clip that was made right here in British Columbia.

    There will be a series of music workshops via Google Meetups throughout July, taught by Corey Smith, who is the Director of Instrumental Music at Collingwood School. All workshops are free to attend (registration required), and aimed at students in grades 7 - 12. To sign up, head over to our event page: https://www.eventbrite.ca/e/digimusic-summer-2020-workshops-tickets-110878809504

    WORKSHOPS AND DATES

    *All times are in PDT.

    Tuesday, 07.07 @ 1:30pm - Rhythm
    “What is the difference between rhythm and beat? How do I implement it in my composition?”
    Learn to create a wide variety of rhythms, from simple to complex, layered, and more, while thinking about the overall emotions you want to convey in your piece.

    Thursday, 07.09 @ 1:30pm - Tempo
    “What tempo works best for my piece?”
    Don’t miss a beat! Discover the importance of time signatures and experiment with changing tempos of your composition. Find out what BPM works best for the clip you are composing music for!

    Tuesday, 07.14 @ 1:30pm - Melody
    “How can I create a memorable theme?”
    Identify iconic motifs and learn what makes them memorable. Apply this to your own music, creating melodic phrases that lead the listener on a musical journey that tells a story.

    Thursday, 07.16 @ 1:30pm - Harmony
    “What chords will deliver the emotion I’m trying to convey?”
    Creating chord progressions and changing their sound can really affect how a scene is conveyed from an emotional standpoint! Learn how to build intensity, invoke calmness, or generate excitement when crafting harmonies.

    Tuesday, 07.21 @ 1:30pm - Texture/Timbre
    “What instruments will create the depth I’m looking for? And how many?”
    Differentiate between texture and timbre and how they can affect the richness or temperature of music. Discover what instruments will create the sound you’re looking for!

     

    Don’t forget to check out DigiMusic’s Challenge Clips before starting your composition! July 31st is the deadline for submissions, and we look forward to hearing your piece.

    Questions? Email us at education@digibc.org!

  • 19 Jun 2020 by DigiBC


    This is our final weekly Friday update as we're planning to move back to our monthly newsletter format starting in July.
    We will still keep our COVID-19 Member Resources page updated with any relevant information.


    Week of June 19, 2020

    Government Announcements / Policies / Funding

     

    Industry-Related News

    • Ubisoft commemorates Juneteenth with third Black Game Pros event - June 18
    • Video games and esports fill void in pandemic - June 16
    • FDA approves first prescription video game for kids with ADHD - June 15
    • Humble Bundle launches Fight for Racial Justice bundle - June 16
    • The Playstation 5 already proves the future of games is diverse - June 11
       
    • Congratulations to DigiBC member, Blackbird Interactive on the release of their new game, Hardspace: Shipbreakers! It launched on June 16 and is available on Steam Early Access.
       
    • Applications are open for the Irving K Barber BC Scholarship Society's Women in Technology & Indigenous Women in Technology Scholarships. They are giving out 15 awards valued at $10K each, with two being dedicated to women of Indigenous ancestry. Deadline to apply is July 6. Click here to learn more.
       
    • DigiBC has arranged for our network to receive a 20% discount off the current pricing for the Venture Summit Virtual | Connect. The conference is dedicated to showcasing VCs, corporate VCs and angel investors committed to funding venture backed, emerging and early-stage companies. Click here for more info.
       
    • Submissions are now open for the 12th annual Spark Animation Festival which is taking place from October 29 to November 1. The festival will feature some of the best short and feature-length animation the world has to offer. Visit the website for more details and to submit.
       
    • The Girls S.T.E.A.M. Institute Virtual Breakthrough Summit is taking place from July 6-10. This team challenge event is where girls from ages 12-21 can come together and take part in a competition to develop solutions for a specific problem. There will also be interactive discussions on video games, virtual reality, machine learning and artificial intelligence, storyboarding for books/games/movies, job interviews, leadership styles, personal development, cultural diplomacy, mental health and much more. The event is based in the USA but Canadians girls are welcome to participate. Parents, teachers and lifelong learners are also encouraged to attend. Click here for further details and to register.


    Signal Boosting / #GiveBack / How Can I Help?

     

     

    DigiBC News

    • DigiMusic 2020 has been extended!️ With the challenges of COVID-19, we have decided to extend the deadline for music entries and move our online celebration event to later this summer. Young musicians and composers of all varieties are invited to create an original piece of music for a video game or animated film clip taken from world-famous products that were made in BC. It's the perfect project for students in grades 7-12 looking for a creative challenge that blends music with technology. Learn more here: bit.ly/digimusic2020

     

    Upcoming Virtual Events of Interest

    June 23: NGPX: New Game + Expo

    June 25: WIMDI x WIGeh - How to Own Your Expertise & Start Speaking at Events

    June 25: SCOOB! The Re-imagining of a Classic

    July 6-10: Girls S.T.E.A.M. Institute Virtual Breakthrough Summit

    August 4-6: Venture Summit Virtual Global | Connect

    August 4-6: Game Developers Conference Summer | Online

    August 25-29: Gamescom Online

    September 12-20: PAX Online

    September 19: Game Devs of Colour Expo


     

     Companies Currently Hiring
     

     

  • 18 Jun 2020 by DigiBC

    The Girls S.T.E.A.M. Institute was created to educate, inspire and mentor young girls in exploring entrepreneurial business ideas that solve world problems. Their five-day team challenge is where girls (ages 12-21 in the USA and Canada) can come together and take part in a competition to develop solutions for a specific problem. The challenge ends on July 9 and winners will be announced on July 10.

     

    Click here for further info & to register

     

    Get to hear other STEAMer girls in high school and college share their pathways as entrepreneurs, paid interns, scholarship winners and participants in global challenges. Learn how they developed a competitive advantage when applying to post-secondary institutions. Additionally, speakers will hold live interactive webinars to discuss a series of topics such as video games, virtual reality, machine learning and artificial intelligence, forming businesses, mental health, storyboarding for books/games/movies, cultural diplomacy, business leadership, job interviews and so much more.

     

  • 12 Jun 2020 by DigiBC

    DigiBC recognizes that our members are having an array of business challenges during this crisis, ranging from a few issues to very significant business threats. As your trade association, we are working to ensure our industry, as diverse as it is, comes out of this in the most positive way possible. Our weekly updates will have pertinent information on government policies, industry responses, and tips on getting through this challenging time. Please feel free to contact us if there is something you think should be included or if there's an issue that your business would like help with. We are here for you! Please note, the info from each of our weekly updates gets consolidated into our COVID-19 Member Resources.


    Week of June 12, 2020

    Government Announcements / Policies / Funding

     

     

     

     

     

     

     

     

     

     

     

     

     


     

    Industry-Related News
     

     

     

    Signal Boosting / #GiveBack / How Can I Help?


    Many folks are looking to deepen their understanding and commitment to anti-racism within our institutions, studios and selves. Here are some of the recommendations our members have shared with us. If you have others, let us know and we’ll share them in next week's update! (team@digibc.org)

     

     

    Upcoming Virtual Events of Interest
     

     

     

     Companies Currently Hiring
     

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