In short
Interview with Casey Baron, senior programmer for film and games at the Tribeca Film Festival, about Tribeca’s 25th anniversary and how the festival curates and expands games as art and transmedia storytelling. He discusses Tribeca’s Games Gallery history, audience/executive crossover between film and games, and the 2025 Games program schedule and goals.
Guest background
Casey Baron grew up in Dominica (West Indies) and was a handheld gamer (Atari/PlayStation, Pokémon). He started in media studies and indie film social media, worked at film festivals, and helped found the game writing track at Austin Film Festival. He later trained in games writing via UT Austin’s Narrative Department pilot. He joined Tribeca in Dec 2022 after working on games programming at AFF.
Key claims
Tribeca uses games for discoverability and breadth of experiences; film and games lines are blurring via transmedia and narrative-first projects; games can bring new audiences without needing “adaptation” to be art.
Notable examples
Tribeca Games Gallery selections (Sable, Blueprints, Absalom, Despolote), Dispatch (BAFTA-winning), Escape the Internet (Lucas Risotto), Rocksteady-like “Rock Beast” (described as Mojack Horseman meets Football Manager meets Guitar Hero), Control Resonant with Nia DaCosta (June 12), and international selections including Canada (Rivage, Rebounder), Indonesia (Kid Bash, Super Legend), Japan (Drifted), plus Remedy’s Control Resonant.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VOPreview of the Episode
0:45 to 1:47
Kahlief shares what to expect in the episode, including an interview with Casey Baron.
“And I also jumped into the far end, the deep end of the pool, in the grifter pool, uh, talking about the latest scuttlebutt around mixtape.”
Casey's Background and Journey
2:04 to 4:00
Casey shares his journey into film and games, detailing his background and experiences.
“You've been doing a lot of amazing things in the industry just to get to see some of the folks who've come on the platform and had some really cool careers in the space, but to also watch you grow in the space.”
The Evolution of Film and Gaming at Tribeca
4:00 to 8:34
Discussion on the integration of games into the Tribeca Film Festival and its history.
“Talk to me a little bit about your background and how you got into all of this.”
Curation and the Future of Games
8:34 to 14:06
Casey discusses the curation process for games and the future of storytelling in gaming.
“We worked with Rockstar Games to hold a big bod event involved around L.A.”
The Blurring Lines of Media
14:06 to 14:28
Explore how developers blend gaming with other media forms.
“It's very much in the title, not to give too much away from it, but we're very excited to have that project at the festival.”
Cultural Touchstones and Audience Engagement
14:28 to 16:58
Discuss the cultural impact of games like Mortal Kombat and audience shifts.
“So many of the ad hoc folks are former Telltale developers, and they've had some footing in that studio.”
Expanding Accessibility in Gaming
16:58 to 19:45
Learn about the diverse ways audiences interact with gaming today.
“I think it's happening from the perspective of audience, but also with regards to executives, right?”
The Pandemic's Role in Shaping Gaming Trends
19:45 to 22:31
Examine how COVID-19 influenced gaming habits and narratives.
“I love that for some of my friends they love Hades because it's just so sexy.”
Curatorial Insights in Game Selection
22:31 to 24:38
Discover the criteria for selecting games at the Tribeca festival.
“Absolutely, yes, because we get so many different types of games submitted to the festival.”
The Responsibility of Curation
24:38 to 27:30
Understand the pressures and joys of curating games for an audience.
“And that is already, having had some time with it, one of my most anticipated games on the planet.”
Show all 19 chapters
The Journey of Game Development
28:06 to 29:14
Explore the passion and dedication behind game creation and development timelines.
“And you don't necessarily know what that end product is going to be.”
The New York Game Scene
29:14 to 30:26
Discuss the growth of the New York game scene in relation to Tribeca's influence.
“of because again like when i was growing up in and learning more about my own city and the events that were going on in it.”
Support from Local Organizations
30:26 to 32:30
Learn about the collaboration between Tribeca and local organizations for game development.
“And how is that connected to Tribeca in any way?”
Future Goals for Tribeca's Game Program
32:30 to 35:46
Insights into the aspirations and strategic growth for Tribeca's game showcases.
“So we're definitely excited to be a part of that continued growth.”
Bridging Film and Games
35:46 to 39:50
Examine the intersection of film and video games and opportunities for collaboration.
“But then also looking at different avenues, going back to that word discoverability, the amount of games, Kai, you know it well enough, that get released every day, every week on Steam or any of these platforms.”
International Game Development
39:50 to 42:06
Discuss the global reach of indie game development showcased at Tribeca.
“So there's just a lot of that that we try to foster.”
International Game Curation at Tribeca
42:06 to 43:57
Explore how Tribeca curates an international selection of games.
“We have two projects from Canada this year, RIVAGE and Rebounder.”
Showcasing Unique Game Projects
43:58 to 46:33
Discover the diverse range of unique game projects at Tribeca.
“What a fun like ode to Mega Man that's also doing its own thing and has a lot to say about what it means to be a hero, especially in our current social climate.”
Engaging Conversations at the Festival
46:34 to 48:39
Learn about the exciting discussions planned at the festival.
“You know, there's just a lot out there that is very exciting, that's very cool, and comes from unfamiliar places at times, you know.”
Transcript
Automatic transcript. May contain errors.0:03Spawn on Me is the premier podcast spotlighting people of color. Every week we talk news, what we've been playing, and tell you who's invited to the cookout. Our show is all about talking about gaming through a prism of blackness because we are the culture. Welcome to Brakago, y 'all. Yo, what the deal be everybody in Brakago. This is the Spawn on Me podcast with Kahlief Adams. I am your host, Kahlief Adams. I hope you're doing well, having a wonderful week. I hope you are checking out all of the content. Literally, we dropped an episode yesterday on the feeds. Please go check that out. We had a conversation and showed some love to our friends over at Housemarque and our friends over at Supermassive with reviews of Syros and Directive 8020.
0:49And I also jumped into the far end, the deep end of the pool, in the grifter pool, uh, talking about the latest scuttlebutt around mixtape. But again, checking out all the stuff on our feeds, Apple podcasts, video versions and audio versions on Spotify, also going up on our YouTube channels as well. So please make sure you're subscribing to all of those dope spaces, dope paces, dope spaces to check out some of the content that we have on the show. This episode is very special as well, because we have a almost hour long interview with Casey Barron, who is the senior programmer for film and games over at Tribeca Film Festival.
1:30They just shared some awesome news about some of the programming that's going to be happening during the show. And we got the scoop on all of that goodness and got a chance to talk to Casey about all of it in this episode. So check out this dope interview and we'll be right back after the break. What's good everybody in Mercago? We are here with another episode of Spawn on Me and a fantastic, fantastic guest rocking with me today is Casey Barron, who's a senior programmer for film and games over at Tribeca Film Festival. I am so excited to have you on the show for multiple reasons. One, because it's very rare these days to get someone who is in, who is from my hometown in my hometown uh getting to come on the show to come hang out and two it is also great to have met you before we got you on the show chop it up hang out for a little bit and now we get a chance to do it live and in person here on spawn on me casey thank you so much for taking the time to come hang out with me and talk about everything that's tribeca this day yes sir it's an absolute honor and a pleasure um i've been a fan of yours for a long time it's funny i was looking back and I was trying to figure out when I initially subscribed to the YouTube.
2:42It's been a minute. It's definitely been a minute. So I'm just a fan of yours. I just want to say congratulations. Ten years, that's a big deal. You've been doing a lot of amazing things in the industry just to get to see some of the folks who've come on the platform and had some really cool careers in the space, but to also watch you grow in the space. To see you, Danny, always going back and forth at it and to watch your relationship grow has been a lot of fun. I can't say cock and cook yet, but I'm hoping that one day I'll be able to support the movement. I mean, look, we'll have to do it live at Tribeca Field Festival.
3:17We'll have to do it during the show somehow. We'll have to get De Niro to come back out and he'll do the thing for us and moderate with you on the panel as well. Thank you for the amazing kind words. It has been a really fun, fun ride. and having someone like you on the show just boosts that up even more. I'm excited to hear about your foray into this space because a senior programmer at Tribeca is not a small thing to sniff at, especially with the gravitas that that festival holds and to be in a very specific space where you're talking to film and games, which is fairly new into the festival, now in its sixth year after a 24-year run of the festival itself.
4:09Talk to me a little bit about your background and how you got into all of this. Yes, sir. So I'll give you a little bit more foreground on myself and then jump into the festival side of things. So I started doing curatorial work, really more on the literary magazine, overall literature side of things. started for me with short stories and poetry. And so that sort of evolved into getting an English degree. And part of the necessity to get that degree going out of Florida State University was to have an internship in media studies. And that's how I started working in film. I was doing social media marketing for indie films.
4:45It's funny, I've worked with Ailey Joel Osment's team on his first film, Sings the Sixth Sense, back in 2014. And that snowballed into working at film festivals and that's really really where i got rooted in film programming and you know i always had a love and passion for games um i was born and raised on island dominica in the west indies my cousins my sister would pass down their old consoles to me whether it was an old atari a playstation one you know so on and so forth like we we would just jump around in all the things i very much was a more handheld gamer back in the day as well love playing pokemon on the bus and all that.
5:23But it very much fed into my love and passion for it. I really wanted to make games as my initial career, but we made the pivot. And so at Austin Film Festival, where I really got my roots in the festival foundation of things, I started the game writing track through the Writers Conference. AFF has been around for over 30 years, and they've always provided a space and platform for writers and storytellers. So we're seeing like showrunners and screenwriters of your favorite TV shows, your favorite films from the last couple of years at the festival talking about how they do what they do, how they write these stories, how they made their inroads into the industry, so on and so forth.
5:59And for someone who's always been a big fan of games and loves the narrative sort of through line that's available in games and just how immersive and interactive that experience could be, it felt like those artists also needed a platform as well, you know, especially as there was so much more consideration from audiences and so much more curiosity about what that actually looked like. So we founded the game writing track at Austin Film Festival, and that was really sort of starting the game's curatorial and overall work for the festival arms. But around 2020, I also started working with Susan O 'Connor, who is a great writer in her own right.
6:37Susan's based in Austin, Texas. She was teaching games writing out of UT Austin, and that's how we initially met because she was helping me put together some of those ideas at AFF and she launched her own thing essentially teaching folks how to write for games in her own in her own classes called the narrative department so I was part of the pilot cohort for the 1.0 and the 2.0 for that for those sessions and it was really like a six-week intensive on how to break story how to write stories and so I started working with local game developers in Austin trying to do some of that, you know, writing on games, doing some production work on games.
7:16Shout out to my very good friend, John Baxter, who's still in Austin, who's working on a follow-up to his incredible game that came out some years ago. And so those were really some foundational pieces that really helped me get more of a foothold in the industry proper, if you would. And then Tribeca came calling in 2023, or really 2022. I started working at the festival in December 2022. It was like a four-month, five-month process to actually get the gig. And from the second I got my first interview with our CEO, well, former CEO, now Jane Rosenthal, I really was front and center with her like, hey, I want to work on the game side of things.
7:55I love film programming. I love curating big feature premieres. But what really excites me about potentially working here is what you all are doing with games. Everything I was trying to do at AFF was very much fashioned against what my predecessor, Casey Bultos, was doing with the games program. And so it really was for me the real sort of North Star and how I wanted to take my career, but also maybe help or have some form of impact on the industry as well. And so we've been, you know, riding that wave with me and the festival since the December 2022 date. but Tribeca has been really providing a platform for games since 2011.
8:35We worked with Rockstar Games to hold a big bod event involved around L.A. Noire. We had the actual Tribeca Games Festival. We had a bespoke three-day event over the course of 2017 when that took place. It's always been leading to this, where we launched in 2021 the Games Gallery, where we've been hosting official selections for games. So we've had games like Sable in the past, Blueprints, which obviously has had an incredible year over the course of last year. Absalom, Despolote was a Tribeca Games original selection in 2023 and just came out last year. And so I think that also typifies for folks what it might look like for a game to come through, be part of the program, have that experience.
9:18And it still might take a little, you know, a little runway to actually release out to the public. So it's been a really awesome process. I'm excited about what we've got Cooked up for this year I'm really looking forward to hear How folks receive the program Free and open to the public at Pier 57 And we're launching June 10th June 10th through the 14th Our dates this year for the Games Program That's amazing Thank you for sharing that Because I think a lot of the reasons Why I was so excited to have you on the show Is I think we're continuously seeing This really awesome Venn diagram Of film and games In a way that we haven't seen as kind of fully kind of pulled to the last parts of where we want this thing to kind of go.
10:04Like there was a big conversation in the beginnings of when much larger games came to the space where there was like, are we actually kind of making that artistic leap? You know, at first it was a conversation around kind of graphic fidelity, but now we're seeing the narrative bits really come to the forefront, right? So that cultural competency of not only having done this so many times within the festival space, but now seeing how both are actually kind of meeting in the middle now, right? Where we're seeing Tribeca be a tastemaker in so many different ways with games like Dispatch last year, which has won so many awards and gotten BAFTAs and all these other things that have been in the space.
10:48It feels like all of those conversations are now actually coming to a space where they're actually getting the light that they deserve. So it's really cool to be able to see you be a person who's leading that charge in this space by having all of that information and all of that history in the film and narrative space. Does this feel like we are kind of meeting that space now? Do you feel like with the work that you're doing, you are helping to move that conversation forward? And do you feel like through the curation process and the growth of games themselves that you are actually seeing games as art kind of really be games as art?
11:30Well, I see it sort of of two minds. You know, it's interesting thinking about something Ben Starr said recently where he was asked a question about the wave of adaptations, right? You're seeing so much more in that way, whether it's tied to TV, film, et cetera. And by no means do I think games need the adaptation leap, right? I think what it does is it provides the opportunity to potentially invite in a new audience who may not be familiar with games for whatever reason, or they just may have missed it, which is, again, one of the things, one of the pillars we try to do at the festival as far as help discoverability.
12:09but it also can provide the opportunity to expand the universe of a project of an ip whatever that that may look like for those developers and that creative team so i do want to foreground that but in the way that we are inevitably seeing that happen and there's so many conversations about games being the new um comics the new pieces of literature where folks are really jumping to grab those rights we are front and center in that in a lot of ways and those actual conversations, putting creatives on panels to talk about that kind of work. You know, we've had the folks from Story Kitchen at the festival last year, Demetria and Karu, they were talking about how they really approach having those conversations with different developers and creative teams.
12:54But you alluded to the team at Dispatch. We had Pierre and Nick also on panels last year with our good friends over at Brass Diner Entertainment talking about how they're looking at the full transmedia, the buzzword we have right now. sort of development process and cycle and what that means and how it gives them more opportunity to find audiences in different ways but also have a lot more sort of creative freedom and liberties with regards to the Experiences that they're trying to build and bridge but as far as the in real time I guess sort of execution of it also you're seeing lots of creators now start to say okay okay, how can we take maybe that formula or that idea that Netflix tried to push forward with Black Nerd Bandersnatch and take that to another level, right?
13:42So we have an immersive project this year called Escape the Internet that's created actually by a local creator, Lucas Risotto. Lucas has been an alumni through the festival with other immersive projects as well that is really like that idea to the nth degree and utilizing a full audience to create a full game experience essentially where they're making choices, they're making decisions essentially to save the internet. It's very much in the title, not to give too much away from it, but we're very excited to have that project at the festival. I think you're seeing a lot of different ways that developers are approaching it and I think we're just trying to provide a platform, provide space for that and let the creativity run wild in any sort of way, any sort of shape and form that it might take.
14:27It's funny to think of the dispatch team, right? So many of the ad hoc folks are former Telltale developers, and they've had some footing in that studio. So we've been in this sort of, if you want to call it an iterative process in and of itself, of really figuring out what that looks like as far as the mix between the two mediums. And those lines are just going to continue to blur in a lot of fun and exciting ways. First, shout out to our friends over at BreastLion. uh i'm dying to see how how that wu-tang project continues to grow in that space yeah and i think you you spoke to it perfectly around that conversation around the transmedia layer of it i think the you know had just come from the mortal kombat 2 premiere last week and was seeing so many of the folks and then the icons uh festival or conference from the esa uh that same week and they had a panel that had those folks on it.
15:25And it was really interesting to hear them discuss not only how the overall media landscape has changed, but how these game properties and especially Mortal Kombat, which has had a life cycle of over 30 years, has had these cultural touchstone moments that have been ones that have gone through and have now become parts of the culture and the ways that we talk to each other and the ways that we talk about memes and the the ways we talk about little pieces of the game and toasty and all those things how those all kind of like still still come through in those ways does it feel like when you're curating these projects that are coming into your purview into your space to be able to say like all right we're going to put this one in the festival and and or maybe not are you finding that the folks who are really coming to the process with an understanding of how each one of these pieces is even more connected than before are finding more eyes on their projects because of that ability to say we are playing in this space but we're also playing here and and how does that kind of play with a crowd that is usually more attuned to film tv and movies in the tribeca film festival then specifically games which again is growing and is getting much bigger and the conversations around those folks are getting bigger because now they're touching each other in those ways they're kind of touching touching safe spaces do you feel like the folks who were just kind of in that game space i'm sorry in the movie space are now like oh we should be paying attention to this because this is now in a space that is actually growing and actually my kids are seeing it or i'm playing or any of those things Are you seeing that happen as well?
17:17That's definitely happening. I think it's happening from the perspective of audience, but also with regards to executives, right? Who may be fully staunched on the film side, and they have looked at the possibilities of new stories that they can bring to the table within specific buckets, going back to what I mentioned with regards to literature and things like that. But now you have even a company like CAA has a very specific games division and looking at how they're tackling not just supporting developers and creatives specifically for the game, but for whatever life exists beyond in different mediums and what that could mean.
17:54So I think that's definitely taking place. It's funny you mention with regards to audiences, I have a lot of friends who are becoming new parents or have been parents for like, you know, a decade or so now. And now their kids are bringing things to them from the game side of things that is really piquing their interest. And particularly for narrative reasons. The other thing I love is that people are finding games in a variety of ways. You don't have to own the latest console, right, to be part of this community by any means. You can find really engaging options on your phone. You can find really engaging things on a PC.
18:30I love my Steam Deck. I just want to be very clear. Valve, if you're listening, shout out to you all. That portable, that is a really cool thing that's come into the forum that gives folks access to a lot of their Steam library in real time no matter where you are. Very much looking forward to the next console as well that they're putting out. So I think, yeah, you're organically seeing that. And with some of these adaptations hitting culturally, not even to talk about the numbers, the way they have, think of The Last of Us and how that's dominated Sunday nights, right? That big HBO Sunday night slot that usually whatever is in that area is going to be a water cooler sort of moment for that next week, perhaps.
19:15And so The Last of Us has had that sort of impact as well. You see, going back to the Story Kitchen team, what that team, along with their fellow producers and creative teams, have done with the Sonic films and really bringing both a young audience but also an older audience who has some of that nostalgia tied to that franchise, whether they're playing it on the Dreamcast or something else. Like, those are all having a bit of an intersection moment right now, I would say, that's really propelling new folks to seek out these games and just quiet as it's kept like coming out of COVID so many folks found a bit of respite in games during COVID whether that was Animal Crossing, Stardew Valley, Call of Duty, whether that was Hades like people found different experiences in a lot of ways that spoke to them.
20:08I love that for some of my friends they love Hades because it's just so sexy. It's like every character in that game is good looking. And they're like, all right, I dig this. This is a lot of fun. They're not really thinking about how interesting the mechanics are, even though we might eventually get around to that part of the conversation. But games are utilizing a lot of different things, right, to attract audiences. And I think that's certainly something for me every time I step in these shoes with my curator brain or curatorially forward i try to think about because for me there are lots of different things that pull me towards a project right it's not all one it's not one size fits all i mean i want hades too to have on the back of the box hakate is a baddie as a back of the box quote i need i need that to be a thing and agree right where it does wind up becoming these you know where do you find yourself within the entire scope of the genre and and and the the entertainment layer like you know and i'm happy you talked a little bit about COVID because I think, you know, COVID was in its weirdest version of it, a forcing factor for media, right?
21:19Where it was, especially for games, right? Where it was like, oh, well, how do we figure out everybody's at home? You know, they're playing games or if they're not, this might be a new space for that to be in that conversation. I think that also did a really good job for film and TV and movies too, where it was like, you know viewership was was through the roof during during covid because everyone was home you know production was down a ton but but actual viewership was up a bunch in that space um i'm actually really uh i want to poke at the the curatorial part because i think the thing that i've that i have kind of learned while doing this and also now getting a chance to work at a couple studios and talking to more developers has been i used to have a feeling and understanding of the process right and now you as a person who is looking at so many different games so many different projects even the interactive stuff which sounds fascinating and i'm dying to see what that's going to be has that changed your gaming habits and has that has that opened you up into a different space to say like oh well here are some games that i might not have played before here's some genres that i didn't know i liked before and now i'm finding myself kind of looking through those more in your own personal play?
22:34Oh, that's a really good question. Absolutely, yes, because we get so many different types of games submitted to the festival. We have puzzles, we have action-adventure, we have your platformers, social deductions, we have racing games that come through. Like, there are so many different kinds, sports games of all varieties, whether it's something that's like Despolote or more of a simulation experience, and that doesn't even touch on VR projects that get submitted that we're always keeping an eye out for as well. Those are complete bespoke experiences off to themselves. So it definitely opens up my eyes to a lot of different things and it's one of the things I love about curation overall.
23:17Yes, we see a variety of types of stories but I want our games program to be able to say we have a breadth of experiences available. You're not sitting down and everything is as much as I love I love dispatch it's not all a narrative experience formally right presented in that sort of way let's make sure that we can showcase some different things that are available to available to folks but that's definitely something that's forward there and I do find it fun when I can also share some of the examples of games that are coming in or the actual games we finally confirm once we get down to the end of the process with general audiences or my fellow colleagues like we put together a list of the five things we're looking for in a tribeca game right quotes around that and of course it's more than five but one of the things i mentioned is i want an experience that i'm going to want to shout from the mountaintops about like something that is going to keep me on my console with those controller with that controller in my hands until like 3 a.m and all of a sudden i realize it's 3 a.m you know so that's that's always a fun thing for me because at its core i i love this like i love games i want to make sure if we are supporting something it is because i see something there that somebody else can find it doesn't mean that every game is for each person but hopefully you can find one or two things that's really like speaking to you when you put your hands on that control like i'm just think about rock beasts right now which is one of the projects we have this year um and that game like every time i just talk to people i'm like okay think of it as mojack horseman meets football manager meets guitar hero and that is the basic foundation and usually everyone's like what are you talking about and then you get it in front of them and they're like you know i get it but that game truly evokes a lot of memories for me of some of those really fun moments whether it is guitar era tap tap having a really cool musical experience that experience but it has that presentation also and a narrative that is uh an incredible driving force and just a lot of fun to experience and sort of work through it's always nice when you get that new nugget right where you get that new thing where you're like oh this is buzzing in my ear a little bit like this is kind of great in the way that it presents you know like i think of uh you know tribeca as a space not only for the curation of those games as you know as pieces of art and as pieces of media that people should be checking out but also it's a place where games are getting you know their first shot at being seen by the world in real big ways in some of those spaces like mixtape was a game that got a world premiere at Tribeca.
26:10And that is already, having had some time with it, one of my most anticipated games on the planet. Like I am waiting for that thing to drop because it hits so many different notes for me personally in those ways. How does it feel while you're also being a part of that curation process that you're also, you know, Tribeca has now become a tastemaker in that way. How does that feel in terms of the responsibility not only to the audience of the festival, but does it feel like we might be launching someone into the stratosphere with the work that we get a chance to do? Does that feel like extra pressure is the question for you?
26:51Yes. Certainly, yes. But it's also one of the most fun parts of it, to be honest with you. And I've had the honor and privilege of experiencing that on the feature film side, right? There are filmmakers that I've worked with who've had shorts that have programmed for world premieres like almost a decade ago now. And now some of those filmmakers have had their feature directorial debuts over the past few years. And getting to watch that arc and just be a small part of their journey to watch that success on the other side, there's really nothing like it. Honestly, it's a level of intensity, but also great joy that's hard to duplicate, I would say.
27:37And so with regards to games, I mentioned Despolote, just the idea that we could work with Julian and his crew and see that game in a very early stage. And to now watch them come back on the other side and just win a BAFTA and also have been nominated for so many different things and have these wonderful experiences. That's incredibly cool. And so for me, yes, definitely a bit of pressure, but it's also it provides the opportunity to have something to look forward to in a weird way. And you don't necessarily know what that end product is going to be. And that's honestly not necessarily the point.
28:12It's just the fact that you get to be part of the journey for some of these creative teams who put so much love, care and intention into these projects. Right. Like some of these projects have been in development for six years, seven years. And now we get to play a part in them putting it finally out into the world. So there's a lot there that I don't want to take for granted. There's a lot of long days and nights tied to this job. You know, we have lots of internal and external meetings at Tribeca. So usually when we get to actually play something, it can be really late in the evening. But there's a joy to that.
28:52There's a real excitement towards what am I going to put on? at midnight that's like really going to stick with me and is going to have me thinking throughout the next days the next like weeks that i really will want to put my hands back on whenever i get the uh the opportunity to so yeah that's that's all there and i think you know one of the beauties of because again like when i was growing up in and learning more about my own city and the events that were going on in it. You know, Tribeca was and still is a space that has a ton of buzz around it. It still has a ton of energy that is not only, you know, the amalgam of New York as its base and that energy that just continuously buzzes through it, but it is a place to see and be seen in those spaces.
29:42It is still a place that has gravity that means a ton for what that city does. Has it felt like the New York game scene has really come to it in a way that we haven't seen before? Because I know, you know, before I moved west, the game scene was literally, you know, Microsoft's offices downtown in Midtown. Rockstar, which was always very quiet in the ways that it was in beginnings of Giant Bomb East when that was a thing during that time. Does it feel like alongside Tribeca's growth that the New York game scene is really growing in some other ways that we haven't really heard about? And how is that connected to Tribeca in any way?
30:30Yeah, I mean, shout out to the folks at MoM, the mayor's office. They do a lot of really great work to support a number of the different organizations locally. And certainly we're big fans of theirs and vice versa. So we work closely with them to help support the actual program and its launch annually. And you see different organizations, different entities that have come up and do different work, like Gumbo, for example, where Sam Eng, who created SkateStory, again, a Tribeca alum in 2023. Sam spent some time within Gumbo and actually was part of that cool incubator process there. So there's a number of different institutions that are really rising alongside.
31:12When I moved to the city in 2023, actually going back to Susan, who I mentioned earlier, she made a connection for me with some of the folks over at NYU Game Center. And I've been on their board for the NYU Game Center incubator for the last few years as well. So just to see some of the talent that's bubbling up through there and how the admin and professors are also part of the local community in a variety of ways. And there are lots of conversations that I won't spoil now about some of the things we're talking about with regards to the overall New York game scene right now. I think you'll start to hear some fun things that have been percolating really soon.
31:52But yeah, it's definitely rising and growing. And I think it's curious to see how the overall entertainment situation or industry is growing here. Look at the launch of our co-founder, Mr. Robert De Niro's new studio out in Queens. You hear about what Netflix is doing and Lionsgate as well. So there's quite a lot of movement just in entertainment overall. I think games are certainly a huge part of that. And it doesn't hurt that our new mayor seems to be a fan of the medium as well. So hopefully we'll get the opportunity to get him in front of some games at the festival or just in some other ways.
32:28But I think there's a lot of support both from the larger legislative side of things, but also very much within the community that's moving and propelling things forward. So we're definitely excited to be a part of that continued growth. But we always have fun welcoming folks locally to Tribeca and getting them in front of some of the projects at the Games Gallery. I am dying to get Mayor Momdani on the show to talk about games. I am dying for that. I want that so bad. So, so bad. Again, it's dope to be able to see someone who gets it, right? Who has an understanding of the medium, has an understanding of the energy that goes along with it.
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33:09And someone who is, I am sure, has not only vocabulary, but history with all of those things. um i i do want to talk a little bit about you know what's the what's the overall kind of where you want the program to lead to i think there's a you know we have all pie in the sky um aspirations for a project that we are very closely tied to and have love for um when you think about where you are now in year six uh and moving into whatever year 10 will look like, whatever that looks like down the road. Where do you want the goals to be for the program and for how games are showcased in Tribeca? That's a really good question.
33:59We have lots of conversations yearly about things you might want to do to try to grow the program or take it into different spaces. For us, we have a vertical also called our creator's market where we provide different opportunities for filmmakers, whether they be on the narrative side or the documentary side, also episodic creators as well and audio storytelling creators to have meetings with different financiers, different producers, really get a sense of how they may be able to develop a specific project that they apply with and take it right through the full concept production phase and then to hopefully a really exciting fun release.
34:38And so we've been doing that for a number of years. Actually, huge shout out to my colleagues Liza and Jose. They actually announced that program today. So you can find out some information about that out in the wild. But that's something where we hope to create a similar space for games. One of the projects we have this year, Chuck Kunis, Point Me from Another World, comes from our friends over at Strange Scaffold. And so Avi and Nelson and I have been friends for a bit. And we always have very candid conversations with each other. And at one point, I asked him, you know, what is it that we can do to really help support developers?
35:16And he was frank about it. It's like money. Like really money and resources is something that is necessary on a lot of different levels right now. And we don't have to get into it, but there's all the conversation about where some of that funding has gone over the last few years post-COVID to support developers. And so really trying to put our minds internally about how we may be able to be catalysts towards improving that or providing some sort of support for developers along that track is definitely top of mind. But then also looking at different avenues, going back to that word discoverability, the amount of games, Kai, you know it well enough, that get released every day, every week on Steam or any of these platforms.
36:00There's a lot to sort of mine through. And so any opportunity we have to continue to curate and really showcase some of these projects that are doing excellent sort of narrative, storytelling and artistic work, we're going to try to create more avenues for that. So who knows? You might see another big Tribeca Games Festival sort of event on the calendar that's outside of our main festival dates. There are lots of different things that we've talked about towards that effect. So those are a few things, but I also don't want to just grow the program for the sake of growing it. This year we have 12 official selections.
36:36It's our largest crop of official selections that we've ever had. But that wasn't a decision that was made just loosely. We very much were intentional about it. And thinking one, we've had another record year of submissions. So there's certainly a lot more to choose from. And all the games that folks will see at the gallery certainly have merit to warrant that selection and are all doing interesting or different things towards finding audiences and really trying to compel the medium itself forward from a craft perspective. And so that's always top of mind. It's like, how does it come back to the foundational setting of what we're trying to do from a cultural perspective and sort of supporting or pushing the medium as well?
37:21yeah i mean quality and quantity are always at odds right there's always a fight there to try to figure out how to do that and to expand in ways that feel um you know good for the the team and and bandwidth because humans are humans and humans have to figure out ways to be able to find time to be able to do all this kind of work and to to really give those folks like you said that really curated uh visibility that you want them to have so that they can be seen by by all of these amazing folks who will be at the festival and loving hearing the conversations you and Zalavira are having in some of those sessions because he's one of the smartest cats in the game excited to see when his game has already been picked up for movie adoption so excited to see what that turns into with El Paso elsewhere but it is very true it is very cool to be able to see discussions around again how do we help our own in this way of like we are all creatives we are all folks who are making things for the greater populace to bring joy and how do we kind of showcase that in in good ways and if tribeca can at some point be a a catalyst for that then that's even better for for for where the program and and its activations can can be um i'm looking quickly through oh did you have something to add to that well i just want to add the other thing going back to our earlier conversation about the sort intersection between the two mediums, film and games, that's another space, right?
38:46Where there's just organic and natural pathways for expansion with regards to what we do that can hopefully support both sides. I think you have a lot of developers who may be curious about what the adaptation space may look like and mean for them. And certainly more folks on the executive side of the industry who want to make more of those inroads with developers through trusted partners and things like that. So that's certainly another space where I think you'll see that organic growth for the festival in lots of exciting ways. But I want it to be something that really has not just intention, but it has follow-through, right?
39:26It's one thing to just get folks in a room. How can we actually create meaningful partnerships and actionable items that on the other side we can say two, three years down the line that started at Tribeca this started at Tribeca and that's that's going to be the real cool stuff that's the beautiful part of having and being a part of something like this right is that legacy is a very you know heavy word for a lot of things but I think what's beautiful is being able to have a hand in something that is moving in a direction that helps people fulfill their dreams right which is a part of the work you're doing a part of the work that Tribeca does you know i hope after this conversation christopher nolan's like we want to do the college biopic i'm fine well what's funny is we had mike flanagan in conversation with sam lake a couple years ago yeah and they hit it off pretty immediately and you know rumblings of some things between the two of them i know nothing um that was just a relationship that was just a relationship that started at the festival right Whatever those guys do, hopefully we do see something officially between the two of them because they're just such brilliant, creative minds.
40:43So there's just a lot of that that we try to foster. And whether it happens specifically through the course of a panel or we get folks in a room behind closed doors just because they happen to be at the festival at the same time. We're always looking at any sort of ways to bridge those connections because that's where we get some really cool projects, some really cool, whether it be films or other transmedia executions that can be worthwhile. I mean, it's the reason why I tell people all the time, you got to go meet people face to face. FaceTime is your biggest networking boon for you to be able to do anything.
41:22is literally getting in a room and talking to people and being like no this is who i am and this is who you are let's talk let's collab let's find good ways to do to do dope stuff together um and hearing that is is awesome because i i that would be dope if they do a project together because that's nuts i love those cats i mean look whatever we don't know nothing ain't no news getting popped off here on the show calm down internet calm down but really quickly before we let you go because we're running out of time i think what i what i love kind of looking through the list and again the the press release is out um now uh after you know once this is out in the world um i love the breath and death not only of the titles that you picked but seeing where some of these titles are from this is an internationally curated list of games which i think also speaks very highly to how game dev has moved and indie game dev specifically has moved into this international space like i think of where the beginnings of your career started i think about the beginnings of where these festivals have started they were all in very specific pockets like austin is a big hub for games toronto is a big a big hub for for film and movies and festivals new york of course is the mecca of all of it um but it's beautiful to see all of these very specific and different parts around the world now come to the festival with their games how has that also been in terms of finding these these amazing folks that come through of course they're submitting some stuff but what is it like to be able to bridge that international gap as well for for what this project is yeah i mean for me some of my favorite game experiences were the quote unquote jrpgs right i grew up playing a lot of final fantasy projects and things like that i mentioned pokemon earlier so i've always had more of an international sensibility quotes around that if you would towards finding different stories and different experiences so we've always looked at ourselves as a truly international organization overall, but certainly with regards to the curation of the games program even more so.
43:36You touched on the Canada of it all. We have two projects from Canada this year, RIVAGE and Rebounder. Both are coming from Canada. And to see that, we've had some amazing games from France in the past. You know, thinking of Mio just last year. Absolum de Temu, they're also based out there as well. And so this year we have a game from Indonesia from the first time, Kid Bash, Super Legend. What a fun like ode to Mega Man that's also doing its own thing and has a lot to say about what it means to be a hero, especially in our current social climate. Like there's just a lot of fun front and center with regards to that project.
44:19And I know you've had Mark from Acclaim on the show in the past. So definitely really excited to see the return of Acclaim through that prism. We have this amazing project called Drifted from Japan. Chi-Hu is the solo developer on that. And I remember the indie boom, if you would, in the early to mid-2010s when we were getting those projects like Inside, like Limbo, like Braid. and this just feels like taking you back to that space um it's funny i had the opportunity to talk with chi while we were figuring out if we could confirm the game for selection and he's like straight up did not even think about it honestly as a or a homage to those games i just started creating something and this is the route we went like that's just fantastic um you just found yourself there.
45:16And so we do have that lens. We have, from the US side, our friends at Annapurna are bringing Demi and The Fractured Dream, which is a co-development between two developers based in Austin and in Atlanta, Georgia. So we certainly still have the US featured as well in a number of ways. So even talking about our special event, we didn't get the chance to talk about that. But Control Resonant, of course, the team from Remedy, they're back with us. So we'll have Mikael in conversation with the incredible filmmaker Nia DaCosta. Nia just got off of HEDA and 28 years later, the Bone Temple, yes, yes, yes.
45:53So that's going to be an awesome blowout event for us. So we're representing all these different regions, all these different spaces internationally where there are creators who just have some awesome ideas for these games, for these experiences. And we never want to pigeonhole ourselves into one area or the other. We want to leave as much room to invite folks in. We want to be a welcoming and open text, not something that is closed off in any sort of regard to that. And so I'm always on the hunt. Like one of the things I try to do on Twitter every day is just go through and see what are the new games people are talking about in various spaces.
46:32Like I mentioned, checking out what you, Danny, and Paris are talking about, checking out what other folks, what other accounts are talking about as far as games they just heard about, games that have recently been announced. You know, there's just a lot out there that is very exciting, that's very cool, and comes from unfamiliar places at times, you know. So we're just trying to receive all of that. So please don't think if you're somebody out there who's watching this, who's thinking, I want to submit for the next Tribeca, and I don't know if I'm the right fit, blah, blah, blah, blah. Don't even worry about that.
47:06Like, find me. I'm very accessible on a lot of different platforms. Ask a question if you need to, but don't feel like you have to have something that is this perfect model of a quote, quote, Tribeca game. Like, we are always shifting and always evolving. So open doors. Man, if you – see, we said we weren't going to break any news, but that's some really good news with the Neo Decoza resident control joint. Oh, see? See, now I got to find myself a plane ticket. I got to find myself a plane ticket. I mean, I'm excited for the entire thing, but getting a chance to see Neo Decoza talk about all that stuff.
47:44That's going to be fantastic. That is going to be very, very cool. And I love hearing you talk about programming in that way, too, of like, those are those, again, those cross-pollination moments where you i i know there is so much in dia's brain about game stuff right well you can see in the work that she does that there are parts of she's a fan dude right like she is a full-on fan of that franchise of that team like and she loves the medium yeah she's actually one of the members of our advisory board for the games program overall so she has been such a joy to work with and have some conversations with.
48:23I'm really excited to have her and Mikael in that conversation because that's the other real neat thing. When you can have a meeting of the minds like that, that's where you get some awesome secret sauce stuff. And so it's going to be a joy. That's going to be on June 12th at the festival at SVA. So come through. That's going to be fantastic. Definitely go check out the festival. If you are in the metro area, please go do it. Make sure you're going to go check out all the work. I'm excited for the games that are in the list that are going to be showcased during the show, especially Forever Ago, too.
49:00I think that was a game that came up on my radar that I was super excited to hear more about and happy to see it included in the festival, too. I was like, oh, we're giving old folks some run. I love it. What I love about Forever Ago is it wears its emotion on its sleeve and it does not really hold back at all. And so from any sort of creative pursuit, I love a project that can do that. And that team, man, they have something special on their hands. I'm really excited for audiences to get that one. And it just follows alongside what we did with Mixtape last year. And Mixtape is coming out pretty soon here.
49:41So I'm definitely curious to see how fans dive into that. One of the greatest soundtracks from my perspective that I've experienced with the game. People have no idea how good mixtape is going to be. I say this, it was the last demo I had at Summer Games Fest last year, and it set the table for everything. I'm a big proponent of saying that Annapurna doesn't miss, and they don't. So like, they don't miss. that team's curation process and their publishing arm and they're the folks who are looking at that from the biz dev side of things they are they are perfect in in no notes in that respect casey fan thank you so much for coming through man that this is this is the perfect start for my day this is this is the perfect start for the rest of my day i needed someone dope as smart and awesome to talk to and i am so glad that we had you on the show today to come rock and talk about everything you're doing at tribeca the the program the festival is is is being helmed by someone who really understands it gets it and has a real beautiful love for it and i'm happy that you are a person who's making that happen for for all of us at home uh in that respect so thank you for for being on the show uh if there's any other information that folks should go check out either a a link to the site somewhere that they should be driving people to see more of what's coming for the festival, which is happening when?
51:07This year, games are going to be June 10th through the 14th. And that special event I mentioned with Control Resonant, that's going to be on June 12th. So there are tickets available for that. Perfect, perfect, perfect. Casey, thank you so much for coming through. Thank you so much for rocking. As always, there's a seat here at the table. If you want to come through, come hang out, come do some stuff with us. I'm always down. And everybody... Always well. Wait, before, one more thing, because we forgot to mention, you've been in these Tribeca streets supporting us for a little while now. If I'm not mistaken, you helped us out with the Tribeca Spotlight, one of the first ones we did.
51:48So just want to shout you out because you've been a supporter of what we've been doing here for quite a while as well. So like I said off the top, big fan of what you're doing overall in the industry. But thank you for just being a part of this journey with us for a little while now. It really does mean a lot. Look, first of all, thank you for the amazing kind words. I am a huge proponent of everything that you all doing. It is a bucket list item for me to work with you all more and do some more in-depth stuff with y 'all. It is literally on my list of before I ride off into the Negro sunset, what are the things that I want to do?
52:24And it is, I want to figure out a way to see Spawn on Me's logo next to Tribeca's logo somewhere on something. Doing something dope together where we get a chance to make something fun happen for the culture. I say that all the time because I believe in it. And I know that this is a thing that drives you and your work. And I've seen it multiple times over and over and over again. But I believe in that thing where we are doing dope stuff. We just got to figure out a way to do it together. So that'll be on my bucket list until we check that bad boy off. So we'll figure it out at some point. But again, everybody at home, please, please, please.
53:00The festival is brilliant. It is awesome. They take a ton of care, making sure that this is not only fantastic for folks who are fans of gaming, but fans of the medium in general. And it's a dope time in the city where you get to go hang out with your friends, your family. You get to bring people together for love of entertainment in the ways that only Tribeca can bring. So everybody give Casey massive love. We'll be throwing some of those links in the show notes for you all to be able to pick up and check out. And again, 10th through the 14th, you said, will be 10th to the 14th of June will be the show that you can go and check out if you're back home in the Big Apple.
53:41So much love to you all. We're going to take a quick break. We'll have a little bit more spawn on me right after this. Yo, what's good, everybody? Thank you so, so much for watching that amazing interview. Casey's so dope. Like, it's so cool to be able to see folks who are doing good work like this. And in these really interesting spaces, having that mix of film background and games background and pulling those things together for an event like Tribeca Film Festival, which is one of the most renowned ones on the planet, is amazing. And having him on the show to talk about all of that goodness is a blessing in and of itself.
54:17So mad love to Casey. hopefully I get a chance to go out and see all the goodness this year, or if not, at least definitely next year, we got to figure out a way to make some collabs happen. I would love to do that and make something dope come out of all of this goodness. But if you enjoyed the show, make sure you're subscribed, make sure you're checking us out, make sure you're sharing the show. Again, if you're on Apple podcast, if you don't see a show from us, make sure to turn on the automatic downloads. That's in the upper right-hand corner of your app. It helps to make sure that the algorithm is seeing our show.
54:49Also making sure that the shows are being seen by all of you at home. There's a ton of people who listen to the show on Apple podcast. So please go make sure you're subscribed and listening over there. And also Spotify is really cool because you get to see the video version of the show or just listen to the audio version if you would like there. So we're going to get about it here for this week. We'll have some more goodness out of GamesBeat. I'm heading out that way this weekend and we'll be back midweek next week. to talk about my experiences there. I'll be hosting and emceeing some of the event then.
55:21And yeah, I'm sure there'll be some more game conversations happening because it has been a very busy, busy week. We'll have conversations around Forza a little bit later this week. I'm trying to run through my review there and we'll be talking about that on the show. So you might even get another episode this week again, another piece of content as well around Forza. So much love to you all. Have a wonderful rest of your week. We'll see you all soon. wash your hands wash your butt and we'll see you all very very soon much love and peace
From the publisher
I sit down with Casey Baron, Senior Programmer for the Tribeca Film Festival's Games Program, for an exciting conversation about the newly announced 2026 Tribeca Festival Games Program.
Casey shares his vision for the festival's 25th anniversary edition, running June 3-14, 2026, and we discuss how the games program has become an early champion of titles that go on to critical acclaim and deeply resonate with players. We dive into this year's selections that showcase the incredible breadth and ambition of storytelling in games today, including immersive projects like "Escape The Internet: Part 2."
With over a decade of experience across the games and film industries, Casey brings unique insights into how Tribeca continues to serve as a launchpad for visionary creators who are redefining the possibilities of interactive storytelling. We explore his background as a programmer since 2022, his work on juries at NewFest and Brooklyn Horror Film Festival, and his journey through gaming and film culture.
Join me for this deep dive into one of gaming's most prestigious festival programs and the future of games as an art form.
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