three posters for Angles

Freeplay Angles 2025

Thursday, Friday & Saturday

31/07, 01/08 & 02/08Science Gallery

in Carlton, Naarm/Melbourne, Australia.

 

Angles festival encompasses a conference and several nighttime events that celebrate artistic and experimental game making in Australia and throughout Oceania. Gather with local indie developers, interactive artists, games academics, and students to share ideas, see new works, and spend a moment together away from the industry hustle.

Our 2025 theme is ‘UNIVERSAL CONSTANTS’. Despite making games in an era of instability, there are some things that never change. Love: the passion that brought us here.  Fortune: the pursuit of a success that will allow us to continue, financial or otherwise. Death: everything must end someday. What follows you, for better or for worse, wherever you go? How do you navigate these Universal Constants within your creative life?

In a year of extraordinary challenges, personal and professional and political, Freeplay Angles offers a venue for honest and forthright discussion about the state of it all. Things are cooked. Let’s talk about it together.

Special thanks to our partners Screen Australia and Science Gallery Melbourne.
The key visual for Angles 2025 is by Percy Harris.

Friday Evening Event:
FREEPLAY TOWNHALL

Stick around in the main theatre after the talks for a conversation with Freeplay directors and board members. From 5pm til 6pm in the main theatre, bring your questions and have a chat with us!

Saturday Evening Event:
MARKETS

From 5pm til 9pm at Science Gallery Melbourne. Free entry, no pass required. Come see stalls, games and the new exhibition!

Featuring

Indie TTRPGs by Logan and friends!

The Kitty Koven

Grit Rook

Muscove Arts

Alien lika

karrotsoupp

Kindreds: A Game of Soulmates by Georgia Symons

Keynotes

Robert Yang (杨若波)

Robert Yang (杨若波)

Robert Yang makes surprisingly popular games about gay culture. He is most known for his historical bathroom sim The Tearoom, his homoerotic shower sim Rinse and Repeat, and his gay sex trilogy Radiator 2 has over 150,000 users on Steam. Previously he taught at NYU Game Center.

Frosty Crew

Frosty Crew

Frosty Games Fest is a showcase of the coolest upcoming and recently released video games made in Australia and Aotearoa New Zealand, presented online via livestream during Summer Game Fest. Organised by Amy Potter, Lucy Mutimer, Pritika Sachdev and Kieron Verbrugge, the event aims to give a platform to more ANZ-based developers during this key global gaming calendar moment.

Brooke Collard

Brooke Collard

Brooke Collard is a Ballardong/Whadjuk Noongar film producer dedicated to telling bold, culturally grounded stories across screen, VR, and games. Based in Broome, Western Australia, Brooke is a multidisciplinary artist of Noongar storytelling and contemporary screen practices, building platforms for community voices to be heard both locally and internationally.

She is the founder of Goguljar Yok, a First Nations-led production company, and has produced award-winning short films including Marlu Man and Anangu Way. With a slate spanning webseries, documentary, and VR projects, Brooke champions First Nations creatives and fosters new pathways into the industry. Their work reflects a commitment to truth-telling, cultural preservation, and challenging the industry’s status quo through a lens of care, accountability, and innovation.

Brooke has participated in national and international development labs, including Netflix’s Broad Horizons, SPA Ones To Watch 2021, and Docs By The Sea, and is actively forging relationships with global partners. Her work is not just about representation—it’s about authorship, First Nations story agency, and transforming the screen landscape from the inside out.

Talks

How to FLOSS - Embracing Open-Source Software

Andrew Gleeson / Thursday 4pm

In an age of rent-seeking software-as-a-service models and deteriorating resources of information, digital creators have increasingly less control over the tools they use to create.

This talk explores how we can take back control and become more empowered as independent creators; embracing open source software, simplifying our requirements, and sharing knowledge to help others do the same.

Through a community-oriented, non-profit approach to software development, we can build a more sustainable, engaging & fulfilling practice that everyone can benefit from.

THE SUBURB GAME and making adventures out of nothing

Siobhan Dent / Friday 1:15pm

One day in 2017, my high school friends and I decided to explore a random suburb just for the hell of it. Six years later, we’ve been to every suburb in Melbourne – all 333 – with memories made, in-jokes spawned, spreadsheets judiciously filled in, and the Suburb Game complete. This talk is a casual romp through the many ways I have made grand, low-budget adventures out of regional bakeries, long walks, and towns with funny names.

Many Endings: Empty Finalities

Tash ‘FriendlyCosmonaut’ / Saturday 1pm

Most forms of media represent linear narratives which land at a single ending, but games’ interactivity and responsiveness afford possibilities of narrative branching. Multiple endings are common, especially in role-playing games, where they are often used as selling points: evidence of narrative depth, meaningful player agency, and value-adding replayability. During this talk, I will argue that the notion of many endings being superior to singular conclusions is fallacious; often, multiple endings dilute, confuse, and even contradict each other and/or the entire game’s narrative. ‘Good’ endings, in contrast, feel inevitable, like everything prior has led up to that point, directly or meanderingly. This is not to say that the particulars of a good ending are necessarily predictable – rather, that the events, tone, and thematic resolution feels cohesive with, and an answer to, the rest of the narrative. In this way, ‘good’ endings “feel right”.

I will draw on games and media that do endings effectively, and others that feel unsatisfying, traitorous, or otherwise incongruous – and importantly, examine where/why/how such narratives start to fizzle. I will also delineate the specific problems and challenges of branching to multiple endings; the unique ways they can warp and fracture gameplay narratives.

Passion on the Periphery: Making Small Games Where You Are

Charlotte Galvin / Friday 4:15pm

I’ll talk about the process of making my recent game My Dream PC, reflecting on the design of the game and development in an academic context. My Dream PC is a small dollhouse decoration game that allows a player to customise a cute virtual PC, inspired by both research and the online ‘Pink PC’ community. The design of the mechanics and aesthetics can be found in the intersections of research, dollhouse play, PC builds, as well as my own passion for simulation games and feminine play. Reflecting on the development process, I will touch on practical steps I took to scope and deliver the game to a high standard in a tight timeline (2 months). Finally, I will talk about success and how working within a research centre allowed me to make this project without the need to make a commercially viable product. My understanding of personal ‘success’ has also changed from a more traditional aspiration (working on a commercial title/in the games industry) to creating works on the periphery.

Malys: the Devilish Art of Demon-making

Benjamin Ee / Saturday 1:30pm

I want to guide folks as I walk them through the demon concepting for Malys and how personal of a journey it can be. I intend to talk about breaking down fears into concepts and tying them into visuals, how confronting the demons in our own head can create horrible and disgusting things, and how I think that can be good for us. I’ll talk about using art for therapy and as a form of expression, and the importance of that in our bleak times.

Meet me at the edge of elsewhere

Rusaila Bazlamit / Saturday 4:30pm

In my talk, I will reflect on my creative practice alongside other creative case studies that respond to the question of how can we exist at the edge of elsewhere? What happens in the liminal space between showing our vulnerability, being design activists and accepting our failure to stop horrific events from happening? As a Palestinian living and working on stolen lands, I grapple with the universal constants of love, death and fortune while also navigating displacement, survival and solidarity.
In this talk, I will look at how those of us working from diasporic or marginalized positions, hold spaces for contradiction: for care and resistance, love and mourning, hope and rupture. Through the creative examples, I will share, I will look at how activist spatial storytelling is a practice of staying with the trouble, of existing on the edge of elsewhere. And how we can meet at a place of grieving, making and still dreaming of a better future despite it all.

If Sisyphus was a game designer, I'd be out of a job

Nellie Seale, Josiah Lulham / Friday4:30pm

What does it mean to build games for love? Josiah and Nellie will reflect on the strange, joyful burden of building and sustaining our respective LARP and megagame communities (Dance of Ribbons and Melbourne Megagames) alongside completing our PhDs on immersive play and games in museums.

We’ll talk about the passion that drives the often unpaid community work we do, why we can’t or won’t chase more commercial models for the games we make for these communities, and how this sits (sometimes uncomfortably) alongside our professional lives. Particularly as the two of us are about to launch a new games company together, we want to reflect on how our practices straddle multiple worlds: academic, artistic, and communal, but often feel out of place in the traditional games industry.

We’ll also unpack how our particular communities have become sites of care, chaos, entitlement, and exhaustion, places where our love for the work must be carefully managed. This is a talk about the deep love we both have for making games with and for people, even when the work is Sisyphean.

Looking at games, looking at buildings

Leura Smith / Thursday 3pm

My practice as a designer has always been heavily set in the act of looking. The way a people sit on the tram. How water puddles on the balcony. How long it takes a stranger at a cafe to finish their iced latte. Sitting and looking is probably one of my favourite things about being alive.
But as my career has changed from game developer, to architectural designer, back to game dev, I’ve noticed my relationship with looking has changed dramatically, too.
In this talk, I’ll be discussing the way my practice of looking has changed dependant on my career, and how I’m still developing techniques to look as a game dev, an architect, and something in between. I’ll also be discussing how looking has influenced my work, across disciplines.

Haunted by Nostalgia

Althea Francisco / Friday 2pm

Why are the games being released today an endless regurgitation of remakes, remasters and psx graphics? When was the last time a game felt like it was ahead of its time?

It’s not news to anyone that nostalgia is safe and profitable in an industry where developers die off without tangible sales. But when art is a marker of time, the curation core to nostalgic products should not be overlooked.

Through the lens of hauntology, I investigate:

-Remakes stripped of the innovation that made them beloved in the first place.
-The weight of defining games of the past and the “-like” subgenres that actively compete with them.
-Truly novel games of this era
-Gen Z developers, whose generation has been shaped by nostalgic consumption through VicScreen funded game, REAPRIEVE.

What is the future of games when it’s haunted by nostalgia?

(Spoiler: REAPRIEVE has PS2-inspired graphics)

How to not get a job in the games industry

George Mak / Friday 3:30pm

This will make you groan, but it will be about my whole life story. From when I was growing up, too embarrassed to tell anyone I wanted to make games as a living, dropping out of comp sci, to years later, finally having the courage to study games. When the course finished, only a handful had the fortune of getting jobs, while many gave up and moved on. It was heartbreaking to see so many of my talented classmates give up on making games. I would talk about my own struggles, especially living with Bipolar II, from bombing interviews and getting fired. It has been nearly 8 years since I finished studying. I still haven’t gotten a full-time position making games. Is it time to let the dream die?

Edge Case Love

Vidya Rajan , Ruby Quail, Sam McGilp, Quinn Franks / Saturday 3:15pm

In Edge Case Love , the team behind new multi-art work Crisis Actor share how their joy for finding the bumpy boundaries of their diverse art-forms allows them to make work together. And how following this instinct helped them explore the thorny, urgent feelings and politics of the current moment in ways that standard art-practices don’t always easily unlock.

We took as our starting point questions like: what should you not do in theatre? what are the seams of motion capture? what assumptions do we bring to UX and game design that can be undone in a live show? And found that this curiosity about the margins of our practice allowed us to make a work about difficult things – like marginal bodies and the way power wants us to behave in these overwhelming times – with delight and surprise.

We’d love the share these insights and thoughts with everyone also grappling with the corners of their art-forms, or the limits of expression at this time.

About the work: Crisis Actor is an interactive performance work blending physical theatre and simulated reality where suffering is a vibe and resilience is celebrity. Premiering at Now or Never 2025 (late August), audiences will arrive each night to find they have survived a future speculative crisis with two actors ready to audition to become the symbol of our collective memory of the event.
In an escalating competition for our empathy, they pit body and feeling against each other. Via our phones, we offer them options and pathways to win and start to share in making the show ourselves.
Exploring the attention economy, marginalised bodies and victimhood as spectacle, Crisis Actor brings together conventions of contemporary performance, motion-capture technology, reality television and game design.

Dead Melbourne Trifecta: Embracing commonality in independent practices

Cecile Richard, Percy Harris, Mickey Krekelberg / Saturday 4pm

PARASENSOR, PUTRID/SHARP, and DAWN CHORUS are upcoming games being developed independently, in parallel.
PUTRID/SHARP is developed by Percy, DAWN CHORUS by Cecile, and PARASENSOR by Mickey’s studio Ghoulish (which includes Percy & Cecile).

Serendipitously, each of these games centers around a pre-apocalypse Melbourne, involving destruction, decay, and metamorphosis.
This talk would be a panel style discussion about embracing our commonalities. We will talk about our mutual passions for hyperlocality, within the context of Melbourne as a setting, as well as pre-apocalypse media. What does it say that these three narratives are pre-apocalypse? Why destroy the place we live?

Further, we want to impart our experience of how sharing resources and ideas benefited all 3 projects. By showing interest in each other’s work, making things together, and sharing a creative space, our projects fed into each other in indirect ways. How does community organically emerge?

Situated Love: A playable talk about the magical joy of making small games for your friends

Cuauhtemoc Moreno / Thursday 1pm

“Situated knowledges are about communities,
not about isolated individuals” (Haraway, Donna. 1988).

A bird rpg that lives entirely within a discord server.
An unsactioned escape room played at an art gallery.
An interactive presentation that only lives for 15 minutes.

The idea of a game as a product is so embedded in our practice, that it’s easy to forget the power of situated games as conduits of playfulness and personal connection.

By de-emphasising games as artifacts, and instead celebrating the players and their communal performances, Cuauh will share the surprising joy of making games that only make sense within a specific community or event. Bring your phone to share in the love through participatory action!

Improv 101 For Game Developers

Matthew Jackson / Thursday 4:30pm

In this talk there will be a bunch of (elective) audience participation to engage in exercises that quiet the inner critic, make you feel playful, strengthen spontaneity and help you zone in on the best parts of your work.

In between practical examples, we’ll dip into some core improv theory/tools and show how they can be brought to the craft of making games. We’ll cover the obligatory “yes and” but also: establishing base realities, recognizing the shiny things, and heightening them for maximum impact.

By the end of the talk, you’ll have had some silly interactive fun, and gained some practical insights and tools for your creative practice.

On Planting Virtual Flowers

Hugh ‘StormCat’ Craig / Saturday 3pm

At the end of last year, two of my friends died of cancer. Stuck on exchange in Germany, with none of my friends or family in the continent, let alone the country, and no one to grieve with, I turned to writing poetry and playing some games about remembering people.
Games are a powerful medium of expression that have many relations to poetry. In this talk, I’ll discuss my personal experience dealing with that grief, discussing some short poetry-like games that I played at the time, and how they’ve impacted my thoughts about some of my own games, and the games I’ll make in the future.

My Love of Learning Through It All

Char(lie) Cassidy / Thursday 3:15pm

A strong constant in my life and my career has been my love of learning. Whether it be something entirely new, learning more about something that already interests me or learning about something that I wouldn’t have gone out of my way to learn on my own.

This outlook and drive has gifted me with many opportunities over the years, and has brought me a lot of joy. So I want to share that joy and talk about both my favourite and most pivotal things I have learnt in my time as a game dev to date. A highlight reel of what has shaped me as a game dev these past 10 or so years, and how that’s only increased my ongoing curiosity and love to learn more.

This talk is aimed to be reflective on how these things have shaped me, why learning is so important to me as a constant and how I maintain it in a sustainable way.

Thanks, I Hate It — Designing Horrible Sounds on Purpose

Zander Hulme / Thursday 1:15pm

A lot of sound design work is concerned with creating a pleasant, satisfying, cathartic experience — but for Janet de Mornay is a Slumlord and a Witch, Fuzzy Ghost demanded the opposite. We had to break a lot of conventions to make players of this queer-comedy-horror game feel as unsettled and uncomfortable as possible, and I’d love to share some of that discomfort with you.

So please come squirm in your seat while I demonstrate how we created the messed-up sounds of messed-up magic, using psychoacoustics, poor taste, and recording through my own skull. You know what they say: good sound design goes unnoticed; great sound design makes you want to throw up.

Should We Play with our Money?

Erica Royle, Duncan Corrigan / Friday 1pm

Money, we can’t live without it, but more and more it feels like we can’t even live with it. So what is left to do, except maybe play with it.

Videogames as an art form have never existed outside of the boundaries of capitalism, and as a result we don’t have a very good vocabulary for understanding them as a noncommercial artistic practice. Play is an integral part of game making, but concerns about commercial success can hinder us from true artistic exploration. How did we get to this point, and can we aim to decentre financial goals from our game making practice, and our lives?

Augmented Grief: Why I Animate What’s Missing

Hazel Mejia / Saturday 2pm

Somewhere between presence and absence, I find myself creating illusions. From looping animations that never quite end to augmented portals leading to things that no longer exist, my creative practice is shaped by the multifaceted concept of grief and the quiet spaces that it leaves behind. In this talk, I explore how loss and longing influence my practice in hand-drawn animation, augmented reality, and photography. Drawing on my research in anamorphic illusion as a narrative tool to reconstruct memory in AR, I reflect on how my practice gives form to what’s ephemeral. Whether it’s the fading sunlight in my short film Sun Symphony, the lost doorways of my AR prototype Detective Clay, or the nostalgia captured in my photography, each project becomes a way of holding on. But what does it cost to care this deeply? Is what we create anything more than an illusion of what once was?

Stories from the trenches of union organising

Sarah Pavlich / Friday 1:30pm

Union organising is no easy business, and organising the video game industry comes with its own challenges.

I will be sharing stories from the work GWA has been doing over the last few years, both the good and the bad, covering our successes, failures and the lessons we have learnt along the way. Of course, these stories will not contain any identifying information to protect our members.

I also hope to share some of our plans going forward and end the talk on a more hopeful, positive note.

Depending on the timing on our end, we might have a survey open for attendees to fill out.

Bobarista: A Unique Approach to Mental Health

Dr. Michelle Chen, Emma Losin / Friday 3pm

Dr. Michelle Chen and Emma Losin present a fresh, evidence-based approach to mental health through cozy game design. Michelle, founder of Mental Jam, blends research and narrative to create emotionally resonant games for underserved mental health demographics. Her iterative, co-design process involves working directly with people with lived experience, ensuring authenticity and inclusivity.

Joining her is Emma Losin, a game producer and designer with a background in psychology and applied games. Emma explores how their game, Bobarista, addresses gaps left by traditional mental health tools like meditation and journaling apps—tools that often cater only to those with typical presentations or easy access to care.

Together, Michelle and Emma craft a sensitive, player-led experience where mental health traits are gently represented through relatable characters, without labels. Players can choose their narrative path and access mini games designed to support different needs, giving full autonomy in a compassionate setting.

Set in a bubble tea shop, the game uses a “spoon system” to help players manage emotional capacity, encouraging pacing and self-care. Blending heartwarming storytelling with thoughtful therapeutic design, Bobarista empowers players to explore self-discovery, empathy, and resilience through play.

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Freeplay acknowledges the Wurundjeri & Boon Wurrung people of the Kulin Nation as the Traditional Custodians of the Lands upon which the festival takes place.
We pay respect to their Elders past and present, and to all Aboriginal and Torres Strait Islander people in the wider community and beyond.
Sovereignty was never ceded, and this always was and always will be Aboriginal land.