UPLINK Con
In 2020, I founded UPLINK Con - a LIVE virtual gaming convention bringing gamers from around the world to share their passion for retro gaming in a web environment that would best mimic the emotional experience of an in-person convention, but also introduce unique experiences only possible through digital means. Featuring a slew of the biggest influencers in gaming ranging from content producers, filmmakers, artists, musicians, historians, authors, and more, the first edition of the convention was a massive success, totaling over 65000 HOURS (yes HOURS) of content viewed and leading to multiple vendors selling out of product.
Coming off the success of UPLINK 2020, I dialed up the production of the convention to a new level, completely taking over all of programming, booking, marketing, PR, merchandising and production for UPLINK 2021.
Unlike other “virtual cons” in the gaming sphere that focused more on the commercial aspect of gaming or Q&As with influencers (typically stale and banal content that add no level of artistic elevation for the medium of videogames), I positioned UPLINK as a hub for the sharing of ideas celebrating gaming culture that would showcase the artistic significance of gaming as told through the lens of various key personalities in the gaming/geek sphere.
Over 100 Panels across 2 Editions (Summer 2020, Winter 2021)
over 90,000 hours viewed
the largest attended virtual con for retro gaming
I also took this opportunity to explore concepts in gaming seldom covered or too “taboo” for other gaming conventions including discussions into the monetization of sexuality amongst gaming personalities leading to the mainstream legitimization of premium content platforms, the complex and often illegal history of gaming in tertiary markets, and the artistic legitimacy of gaming as a form of art in relation to more accepted, critically analyzed mediums.
What resulted was the booking of over 100 guest speakers, the largest program ever assembled for a retro gaming convention (virtual or in-person) from around the world. In addition to curating the program, I also scripted/produced the majority of all 50 panels to ensure the best possible discussion for viewers leading to a number of them being used for educational and industry case studies.
In overseeing marketing for the convention, I targeted three audience segments of focus: existing convention patrons, industry insiders, and to the talent themselves.
For marketing to talent (for purposes of booking), I had produced personalized welcome video invite packages with comprehensive plans for promoting their appearances.
Here is a sample list of the 100+ panels I produced for the series.