Dragica Kahlina
Zurich, Switzerland

Dragica is a sound artist: she designs and codes sound, and plays them on instruments like her Eigenharp. With music, she tells stories and builds worlds. As such she makes games to explore the connections between visual, sound and interaction, and to open new worlds for people to experience. In Switzerland she initiated the Zurich Gamespace, an independent community and meeting place for developers of all kinds, newcomers and professionals.

We want to join Dragicas exploration in the world of sound and music. Also, we have never seen an Eigenharp before.

Pietro Righi Riva
Milano, Italy

Pietro Righi Riva is an Italian game designer. Since 2010, he has been co-directing the indie game studio Santa Ragione, where he created a number of board games and video games such as Escape From The Aliens in Outer Space, FOTONICA, Street Song, and MirrorMoon EP.

Pietro gave a GDC talk called "Games Happen" and said that Santa Ragione really likes a) unclear victory conditions, and b) consistend mood, two things that we love to explore more, and especially with Pietro.

Broken Rules
Vienna, Austria

Broken Rules is an independent game studio founded by Felix Bohatsch, Jan Hackl and Peter Vorlaufer, in 2009. Clemens Scott and Martin Pichlmair joined a year later. They focus on originality, simplicity in games, and seek new and meaningful experiences in their projects. Games are cultural achievements! Broken Rules created Chasing Aurora, And Yet It Moves and Globetrotters. Their newest game, Secrets of Raetikon, is an exploration game about the dream of flying. As a side-project, Broken Rules and Josef Wiesner organize zamSpielen, a game exhibit-space.

We want to visit Broken Rules because we love their approach on making games with meaningful experiences. Also they are pretty cool.

Luke Spierewka
Lodz, Poland

Luke is a programmer, game designer, and a jack-of-all-trades who loves to make lots of small games. One of the most recognizable projects he's worked on was SUPERHOT, an FPS game where time moves only when the player moves. After a successful Kickstarter campaign, a bigger version of the game is in development. Luke left the production after a year to focus on his studies and develop even more smaller projects.

We love quick projects, and working on small, clear ideas is what we want to do with a guy like Luke.

Sos Sosowski
Nowy Tomysl, Poland

Sos is a mad scientist who makes a lot of small, crazy, oldschool games, mostly made in game jams like Ludum Dare. All his games are playable on his selfmade console ACHTUNG ARCADE. Sos is co-organizer of the 7dfps gamejam, and the inventor of the "0 hour gamejam", an online game jam that takes place in the daylight savings time shift. His biggets project is McPixel, a point-and-click adventure, where the player has to save the day in 20 seconds, multiple times.

We want to visit Sos because once in a lifetime, everyone should work with a mad scientist.

Franziska Zeiner
Berlin, Germany

Franziska is a game designer and a curator living in Berlin. She graduated with an MFA in Game Design from the NYU Game Center. While living in New York Franziska curated 'What's Your Spiel?' – an exhibition of independent games from Germany, Austria and Switzerland. In her most recent game 'social_me', Franziska explores social media as a medium of self projection. The game reminded us of the awkward moments spent on ICQ as teenagers and was so hilarious that we really wanted to make a game with her.

Henrike Lode
Copenhagen, Denmark

Henrike Lode is CEO and founder of the Copenhagen-based independent game studio Lohika. With her team she is currently developing the award-winning puzzle adventure Machineers. Henrike received her M.Sc. in Game Design from the IT University in 2012 and is now teaching other Game Design students in User Experience and Prototyping as well as Game Development. She is furthermore executive board member at IGDA Denmark and as such, co-organising the Nordic Game Jam.

"Edutainment is dead. Long live educational games!" Henrike says, which is why we want to visit her. Education in games is something we haven't explored yet, and we want to see how it gets done!

Adriaan De Jongh
Amsterdam, Netherlands

Adriaan de Jongh is game designer and business guy at Game Oven, a Dutch studio best known for their finger-rubbing-game Fingle, and the more recent Bounden. Interested in unusual interaction between people and devices, his games connect people (often in a literal way) to make them play with each other's personalities, to strengthen their relationship, or to discover each player's social boundaries.
Adriaan has an awkward signature dance he'll do with every opportunity presented. He also has a lot of hair.

We want to visit Adriaan because he has a lot of hair.

Tatiana Vilela
Paris, France

Tatiana is a digital game designer.
Her creations, freed from the doxa, are characterized by unique and disturbing perceptual experience. Most of these works implies dedicated controllers fully created for these experiences. Adsono, for example, is a game where two players get a dozen buttons strapped to their bodies.

Weird, never-seen-before controllers are amazing. This is why we want to visit Tatiana, to see how hardware-focused games get made.

Media Molecule
Guildford, GB

Media Molecule is a video game development studio based in Guildford in the UK, and a member of the PlayStation Worldwide Studios. They are the creators of the multi-award winning games LittleBigPlanet, LittleBigPlanet 2, Tearaway and currently building the next generation of Play, Create and Share for PlayStation 4.

No matter their first party status, to us, Media Molecule is Indie, but on a bigger scale... we want to find out how a big group of fifty people still manage to keep the indie spirit alive in their games.

Ed Key
Cumbria, GB

Ed Key worked in the commercial games industry for several years before quitting due to a mixture of circumstance and mild disillusionment. Proteus is his first released independent game. Growing up looking out on the hills of the English Lake District, wandering comes naturally to him. Proteus was written whilst living away from the Lake District, perhaps as a manifestation of those memories.

We want to visit Ed because his world is a real-life-Proteus-experience, and it's the perfect place to slowly finish our tour.