

Talks & Schedule
WAFFLE GAMES 8.0
June 14th-15th, 2025
Day 1 - Saturday, June 14th
(@City College NAC Building)

Day 2 - Sunday, June 15th
(@Twitch/Discord)
.png)
DAY 1 SESSION DESCRIPTIONS
2025 Industry Update
11:20 -11:50 AM
​Room 1/201
Nicholas Fortugno
Nick Fortugno presents on the current state of the industry as seen at GDC 2025, noting particular changes to workplace habits, successful game titles and platforms, and coming trends.
​
Includes Q&A
Prototype Like A Professional
11:55 AM -12:45 PM
Room 1/201
​
Joe Francia
What does it really mean to “prototype like a pro”? In this talk, game developer Joe Francia breaks down the common trap aspiring developers fall into—confusing prototypes with unfinished dream games—and shows how professionals use prototyping as a laser-focused tool to reduce uncertainty and pitch playable ideas fast. If you've ever felt overwhelmed trying to build something “complete” too early, this session will reframe your approach. You’ll learn how to scope like a producer, experiment like a designer, and iterate like an engineer—while gaining hands-on techniques for paper prototyping, one-pagers, and modular system planning. Joe has worked as a Unity engineer, designer, and project manager since 2016, with experience at studios like Nickelodeon, Gameloft, JamCity, and Series Entertainment, where he is currently employed as a senior technical game designer.
​
Includes Q&A
Frameworks for Designing Varied Character Rosters
12:50 -1:20 PM
Room 1/201
​
David Or
When designing an ensemble cast for video games, achieving a diverse and well-balanced roster is crucial for creating engaging and memorable experiences. This talk explores why variety is essential in character design. We'll break down the core reasons why variety matters and introduce practical frameworks to help ensure your roster maintains a strong sense of diversity.
​
Includes Q&A
A Short and Very "Professional" Explanation of Guilty Gear's Story
12:50 -1:20 PM
Room 1/202
​
Zahir Lara
Guilty Gear is known for a few things. Its high octane gameplay, banging soundtrack and beautiful art. It is not, however, known for a simple story. In this satirical presentation, watch as one man tries to explain the complex story beats of the series many love.
​Your Player Character & You: Tool or Avatar? Let's Find Out!
1:30 - 2:55 PM
Room 1/201
​
Skye Guan
This is an interactive workshop about player-to-player character relationships in MMORPGs that both introduces the concept of the tool-to-avatar typology and invites attendees to think deeper about their own relationships to their avatars. This session will begin with a short introduction to the Master's Thesis research study conducted by the speaker on this exact topic briefly, before presenting to the attendees a special short-form quiz version of the survey used in the actual study. The results of the quiz will describe what kinds of player-PC relationships the attendees have with their own player characters in MMOs, out of the many subtypes on the spectrum of utilitarian and self-representational. This workshop will end with another presentation of the results of the original study, and invites attendees to compare their own results to the data presented. From game designers to casual gamers, all attendees will walk away with new insights and perspectives on how identity impacts experience.
How to Support Your Team as a Gameplay Programmer
3:00 - 3:30 PM
Room 1/201
​
Josh Shucker
Gameplay Engineers and Designers are meant to be two halves of a whole that build the core structure of a game, but many times this relationship is skewed. Gameplay Engineering is often seen as the department in charge of "building the game," leaving Designers to simply plan out the structure of the game within design documents. This view can lead to bottlenecked development, discouraged designers, and overworked engineers. This session delves into how Gameplay Engineers can collaborate more effectively with their design department and how they can proactively build tools and features so that designers can work directly on gameplay within the engine.
​
Includes Q&A
Spawn Point: A Beginner's Guide to Game Job Hunting
3:00 - 3:30 PM
Room 1/202
​
RJ Reyes
Do you want to work in the games industry, but don't know where to begin your search? Getting your first job in the games industry is tougher than ever, and some young devs struggle taking these first steps. Veteran game producer RJ Reyes wants to make the job hunt less intimidating. During this session, he will share some of the knowledge and resources he's amassed throughout his 20-year game dev career, including a spreadsheet of useful job sites and Discord communities he's used to research game companies, send applications, network, and land his most recent jobs. By the end of this session, attendees should learn the basics of how to begin their game job hunt, how to write a better resume, the importance of networking, and some other info that will hopefully be useful for them as they start their careers.
​
Includes Q&A
Allegorical Distance: The Challenge of Creating Cultures in Games
3:40 - 4:20 PM
Room 1/201
​
Kate Edwards
We've all experienced great game worlds that display a rich in-game culture or present a real-world culture, past or present. Game creators use their inspiration from real-world experiences, but this often leads to unintentional mistakes - such as cultural appropriation. The key to managing this challenge is understanding to concept of “allegorical distance” - the degree to which your in-game implementation of culture is different from real-world inspirations.
​
Includes Q&A
League of Legends Tribunal
3:40 - 4:20 PM
Room 1/202
​
​Daquan Griffith
Cory McKen
A theatric interactive session where people can bring their teammates to trial and get totally official legal decisions on who was right. Worlds 2023 merch available to participants!
Make Games for Yourself
4:30 - 5:00 PM
Room 1/201
​
Geneva Heyward
Games created with the intention to make the developer happy can be successful, but it can also be essential in the growth of a game developer's skills. In this talk, Geneva Heyward will talk about the importance of creating games that fill a special place in people's hearts - passion projects.
​
Includes Q&A
DAY 2 SESSION DESCRIPTIONS
Game Design on No Budget and No Stress
12:05 - 12:35 PM​
Lawrence Mascia
Shawn Gee
This talk will cover the basics of getting started in game design when you have no idea where to go and what to do. We'll cover getting started, software choices, budget issues and scope to make a small game that's ready to go!
​
Includes Q&A
Introducing OutCrowd Malaysia
12:35 - 12:45 PM​
Sophie Azlan
OutCrowd Malaysia is a grassroots community for women and marginalised folk in the Malaysian games industry that has been making waves overseas with collaborative efforts to share information and showcase games from Malaysia to the world, and bring the world to Malaysia. This is a quick introduction to what OutCrowd Malaysia does, and the people who run it.
A Survival Guide for the Games Industry
12:45 - 1:15 PM​
Larry Kuperman
Larry Kuperman, an industry veteran, shares tips and links for getting and keeping a job in the games industry. The games industry has been in turmoil for several years, with news of layoffs coming everyday. Despite this, the industry continues to break revenue records and to expand. This presentation focuses on links to maximize your chances of landing and holding onto a job in the games industry.
​
Includes Q&A
Finding Your Freak: How I Found the Creative Identity for Mindslayer
3:50 - 4:00 PM​
Adrian Ghani
Mindslayer is a weird and wacky title where players assume the role of a hitman hired off the dark web, sent on a mission to kill a barber in his mind because he gave someone a bad haircut. How did this game come to be? What were its influences? Lead designer Adrian Ghani talks about the design considerations and technical limitations in making this final year project happen.
Level Design - Variety Is Everything
4:00 - 4:20 PM​
Yarden Weissbrot
What is the difference between a long straight line full of the same enemies, and your typical Dark Souls encounter? Why do some games start exciting and entertaining, only to end up feeling boring and repetitive? Award winning artist (https://x.com/Official_AIAS/status/1417878039686303748) and Director for the Critically Acclaimed GRIME (9/10 IGN) gives an introduction to Level design, going over tips, goals and guidelines for creating an interesting experience. Emphasizing the value of keeping up a steady flow of variety and how to achieve that by re-using the same assets in different ways.
Building A Design Portfolio
4:20 - 4:50 PM​
Michael Woltmann
A brief overview on the kinds of projects you should include in a design portfolio and how different portfolio pieces affect the value of your collective works when applying to jobs.
​
Includes Q&A
Introduction to Brunei Game Dev Community
4:50 - 5:00 PM​
Teo Zhi Perng (Steventus)
Mahmud Syakiran
Brunei Darussalam is a small country in South East Asia with a population of barely 500k, with an even smaller community of game developers but the game dev spirit is growing strong year-by-year. The Brunei Game Developer Community (BGD) is a grassroots community of friends that want to bring like-minded friends together to grow the local ecosystem and in this session, we’ll explore how BGD fosters collaboration, learning, and game creation—whether through meetups, game jams or showcases. If you're interested to learn about the scene here in Brunei, come join us!
Crafting Narrative in Hikayat Pak Ya
6:30 - 6:40 PM​
Eishana Mahendran
Eishana is the narrative designer for Hikayat Pak Ya, a final year project that focuses on fast-paced combat in a 2.5d post-apocalyptic Malaysian setting. With so many elements, how does one create a cohesive story? Eishana discusses narrative design practices for newcomers to scriptwriting in games, and tips that helped her along the way.
The Game Developer's Strategy
6:40 - 7:10 PM​
Paul Quinones
Getting into the game industry has never been forward and there is a need for more in depth guides to assist in getting a game development job. The game industry has been turbulent the past few years with many companies reducing their head count or not hiring as many professionals as years past. But, even in these difficult times in the game industry, there have been many companies hiring and bringing on new talent. The question is how have these game developers prepared and is there a guide to help get a job in games? This lecture is presented by Paul Quinones, a senior software engineer in games with over 10 years of professional experience working in games and 5 years of experience mentoring game development professionals.
​
Includes Q&A
How to Chart
7:10 - 7:20 PM​
Ngoo Kai Xiang
Charts are the main part of rhythm games when it comes level design. However, most charting tools are self made built from scratch and charting can be difficult. This session will be focused on the basics of charting and using tools for charting that are accessible for everyone.
Adventures in Audio Directing
7:20 - 7:40 PM​
Steve Blumenthal
In our world where the visuals tend to rule and audio is secondary, Steve details his endeavors and navigations in helping create a dialogue-forward game. The session focuses on workflows with an audio team, creative solutions, communication, friendship, education and advocacy, and how game developers can better work with their audio collaborators.