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About The IGF

IndieGames.com is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, Gamasutra.com and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Archive For February, 2008

Photos: GDC, Part 3

February 20, 2008 10:44 PM | Tim W.

More photos in the extended. (source: The 1UP Show)


cactus, Clean Asia


Dylan Fitterer, Audiosurf

Interview: Submachine Developer Mateusz Skutnik

February 20, 2008 9:57 PM | Tim W.

An informal chat with Mateusz Skutnik, developer of Submachine and the Covert Front series.


Hi Mateusz, can you provide us with a little introduction for the benefit of the readers who are unfamiliar with your works.

I'm a flash games architect, most known works include Submachine series, Covert Front and DayMare Town, and I'm also graphic novelist, with ongoing series of Rewolucje, Blaki, and more one shot albums. I live in Poland and here are my graphic novels published, that's a reason why you probably associate me more with online games, than comics.


Which do you prefer to be associated with, if you had to make a choice? Your art, or your games?

Hard to tell, if you'd ask me that question before the Submachine outbreak I'd say by my comics, but now... They're equal let's say. Besides I do manage to fit my art into the games as well, so it's like the same story, just different medium.

GDC Keynote: Microsoft Reveals Community Features for XBLA

February 20, 2008 9:51 PM | Tim W.

GDC Keynote: Microsoft Reveals Community Features, XNA For ZuneFrom Gamasutra: At its GDC 2008 keynote, Microsoft announced the full range of peer-reviewed community features coming for amateur-made XNA games and a new XNA game player for its media player Zune.

To fully illustrate where Microsoft wants to take the community orientation, Chris Satchell officially revealed Xbox Live: Community Games, its service it says will put "power in the hands of the community." Split into four distinct stages -- create, submit, review, play -- the service will be community managed, and will be restricted by Microsoft only for IP conflicts and otherwise "massively objectionable" content.

For the submission stage, developers will create a "creator identity," similar to the standard gamer identity that tracks achievements and reputation. The creator identity too will help developers build a reputation and a history of games developed. When a game is submitted, the creator is expected to accurately rate the game on a sliding scale, with "blood, injuries, hostility, and cruelty" categories shown as an example.

IGS: The State Of Indie Games

February 20, 2008 4:04 PM | Tim W.

From Gamasutra: A gigantic panel of independent developers - including Noel Llopis (Powerof2Games), Jacob Van Wingen (Gastronaut Studios), Jamie Cheng (Klei Entertainment), Jon Mak (Queasy Games), and Ryan Clark (Grubby Games)

Starting off, Klei Entertainment's Jamie Cheng (Eets: Chowdown) revealed that he's working with Nexon to make a free-to-play, pay for items title - but only with 5 or 6 employees.

He pointed out of the indie scene:"The opportunities that have come around have made us kind of come full circle" - from bedroom programmers in the '80s back to simple bedroom programmers. He suggested indie developers can, if they choose, make mass-market games that aren't quirky.

Following on, Noel Llopis of Power Of Two Games tried defining the independent genre: "Indie games are like porn... you know it when you see it", he quipped at one point.

Photos: GDC, Part 2 (Ookibloks, Noitu Love 2)

February 20, 2008 3:29 PM | Tim W.

More photos in the extended. (Ookibloks interview)


Ookibloks booth

Announcement: Playfirst Signs Wadjet Eye Games

February 20, 2008 7:55 AM | Tim W.


Blackwell Series Developer to Produce Adventure Game for Playfirst: PlayFirst, Inc., the leading publisher focused exclusively on casual games, today announced a publishing deal with Wadjet Eye Games, an independent game developer that was nominated for "Best New Studio" at the 2007 Game Developer's Conference. Under the terms of the agreement, Wadjet Eye will develop a new casual adventure title to be published by PlayFirst.

PlayFirst will fund Wadjet Eye's game development and take the lead over the sales and marketing of the game, allowing Wadjet Eye to focus on game development.

Press Release

Trailer: Fez GDC 08 Gameplay

February 20, 2008 3:21 AM | Tim W.


A new gameplay video of Fez, nominated for IGF's Design Innovation Award and Excellence in Visual Arts.

Arthouse Games interviews Fez designer, Phil Fish
Arthouse Games' Fez preview

IGS: N+ for Xbox Live Arcade

February 20, 2008 2:56 AM | Tim W.

Image courtesy of Destructoid


From Gamasutra: In an Independent Games Summit talk on Tuesday, Metanet's Mare Sheppard and Slick Entertainment's Nick Waanders discussed the making of N+ for Xbox Live Arcade, debuting on XBLA tomorrow, taking a great in-depth nuts and bolts view of making a downloadable console game, and estimating a $125,000 minimum cost to make an Xbox Live Arcade game.

Starting out, Sheppard commented from a console starting-point: "A well-developed prototype is worth its weight in gold." She also noted it was important to prove to your distributor the game could work, commenting: "Microsoft was [initially] concerned that they wouldn't translate to HD in a very... exciting manner" - but an HD demo version convinced them otherwise.

Photos: GDC, Part 1 (Joakim Sandberg)

February 19, 2008 11:57 AM | Tim W.

More photos in the extended. (Konjak interview)


Joakim (IGF finalist Noitu Love 2), inside GDC

Tutorial: Creating Pixel Art with Photoshop (Pixeljam)

February 19, 2008 6:52 AM | Tim W.


A superb three part tutorial by Richard Grillotti of Pixeljam Games, in which Photoshop users are given the rare chance to be schooled in the Way of the Pixel. (part three coming soon)

Creating Pixel Art with Photoshop, Part 1
Creating Pixel Art with Photoshop, Part 2

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