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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 September, 2010

Round-Up: Gamasutra Network Jobs, Week Of September 17

September 17, 2010 2:01 PM | Tom Curtis

In a busy week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Blizzard, Bungie and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

Blizzard Entertainment: Senior Software Engineer, Engine, Starcraft II

"Blizzard Entertainment is seeking an experienced engine programmer to focus on core engine development for StarCraft II. This position will involve extending StarCraft II's animation and effects systems, as well as working with the team on other ongoing core engine and graphics technologies."

Bungie: Lead AI Programmer
"Bungie was founded in 1991 with two goals: to develop games that combine brilliant technology, beautiful art, intelligent stories and deep gameplay, and then sell enough of those games to achieve our real goal of total world domination."

Edge of Reality: Lead Designer
"Edge of Reality is an independent veteran studio based in Austin, Texas. We are working on multiple projects including some with the Sims Studio of the EA Play Label. The studio has shipped 12 games over 12 years including several hits. The chemistry of the studio is very positive. Everyone puts aside their egos, and works hard to make the best game possible. Come join our team!"

Warner Bros: Art Director
"WB Games Inc. seeks an Art Director to be responsible for collaborating on product position and design, for overseeing development of art concepts and visualizations, and for approvals of final content, working very closely with the Creative Director and Designers to develop and realize the vision of the game."

Raven Software: Design Director
"Raven Software is an award-winning computer game software developer based in Madison, Wisconsin. With a focus on graphic excellence and high-level, intense playability, Raven has produced hit games including the Soldier of Fortune series and various Star Wars titles."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

Indie Game Links: The Finishing Move

September 17, 2010 11:00 AM | Tim W.

Today's collection of independent game links includes more indie game previews, a couple of development updates, and the usual interviews with developers from around the 'net. (image source)

GamerBytes: PixelJunk Lifelike Teaser Trailer
"After watching this trailer, I asked Q-Games big kahuna Dylan Cuthbert over Twitter if he could explain to me just what this game is. Move Visualizer? Some bizarre Move game?"

Steam: Delve Deeper Coming to Steam
"Delve Deeper is a turn-based Adventure/Strategy game that combines HD pixel art, tile placement, and RPG elements in a bright and humorous atmosphere. Up to four players take command of Dwarf mining teams in this fast and furious dungeon adventure meets devious puzzler."

The 13th Annual Independent Games Festival: IGF at the Sydney Opera House
"The IGF -- in partnership with ACMI -- brought a selection of 2009 finalists and winners to Sydney's iconic Opera House for an exhibition from August 5th to 8th. Its organizers have sent on a collection of photos from throughout the four days, demonstrating the wide range of attendees the exhibition gathered."

Indie Superstar: IGDA Japan Chair and SOWN Co-Host Talks Indie Games
"Shin Kiyoshi is the chair for the IGDA Japan chapter, guest lecturer at Ritsumeikan University, journalist, and helps run and host a little event called Sense of Wonder Night (SOWN). We bring you a candid look at the indie scene in Japan and Mr. Kiyoshi’s hopes for SOWN and the future of gaming."

Gamasutra: Radiangames On Finding Success in $1 Increments
"One-man studio Radiangames aims to release one game per month on the Xbox Live Indie Games channel. Gamasutra's Simon Parkin caught up with founder Luke Schneider to find out how the plan is working out."

Indie Games Searchlight: Continuity (video)
"If you don't play this creative, innovative puzzle platformer, then you're really missing out on one of Sweden's best imports."

Make Games: Finishing a Game
"I’ve noticed that there are a lot of really talented developers out there that have trouble finishing games. If you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens. Here is a list of 15 tips for finishing a game."

IndiePub Reveals Community Favorite, Finalists For Indie Game Developers Competition

September 17, 2010 10:00 AM | Tim W.


IndiePub Games, an online community providing independent developers with tools/resources for creating games, announced the "Community Favorite" winner and the finalists for its third annual Independent Game Developers' Competition.

Presented by IndiePub Games and publisher Zoo Entertainment, the three-month competition promises invited developers to submit their titles for a chance to win cash prizes. The grand prize winner, which will receive $100,000 and a publishing deal with Zoo, will be revealed at the the Game Developers Conference Online in Austin on October 5.

IndiePub's online community chose Iranian developer Mahdi Bahrami's game Bo as the Community Favorite winner, rewarding him with $5,000. You can watch a trailer for his puzzle platformer above, and download the latest version of the free Windows game here.

As for the six finalists, one will receive the $100,000 grand prize, while the remaining five will receive $1,000 and an award in one of five categories: Technical Excellence, Best Art, Best Audio, Best Design, and Staff Pick. You can watch trailers and play the finalists' games at the links below:

The developers behind these finalists will be on-hand to demonstrate their games to attendees at GDC Online from October 5 to 8.

[Via GameSetWatch]

Browser Game Pick: Give Up Robot 2 (Matt Thorson)

September 16, 2010 11:17 PM | Michael Rose

robot.PNG

You may remember the original Give Up Robot game from earlier in the year, a hard-as-nails platformer involving precision-timing swings and a sinister voice mocking you constantly. Matt has now released Give Up Robot 2 and it's ruddy brilliant.

This time around you manage to escape the complex our robot was trapped in, and are free from the evil voice. I remember the prequel being very difficult indeed, and in comparison I found this one to be a little easier - although that's really not saying much! I absolutely love everything about this game. The level design is clever, the music is right up my alley, and the level of challenge is just about right.

You should play this! Really, you should! Over at Adult Swim.

Browser Game Pick: Cascode (Increpare)

September 16, 2010 9:22 PM | Michael Rose

cascode.PNG

I don't want to talk about Cascode too much before you give it a go, so I'll keep this brief. Increpare's latest game appears to be a match-3 game of sorts, but is actually far more complex.

Working out exactly what you're supposed to be doing is the key to the entire experience, and even when you think you have it sussed, you may well notice something you hadn't before. Indeed, once you've managed to figure the concept out and filled that bar, your work is done. You can't just randomly click around the grid either, as a single wrong move will reset your score to zero.

See if you can beat it over on Steven's site.

Mega Indie Love Bundles

September 16, 2010 7:10 PM | Michael Rose

lovebundles.JPG

I was starting to think that the wave of indie game bundles had finished, and then POW, three more hit me in the face and leave a rather big smile in place.

You may remember the Indie Love Bundle from back in February. The bundle is now back, but has brought a couple of friends. The Summer of Love bundle contains six indie gems, while the Mega Love bundle has all 12 games for $30. Meeeental.

Here are the bundles in full, with links to each and IndieGames references:

[Summer of Love Bundle]

Aaaaa! - A Reckless Disregard for Gravity
Brainpipe
Captain Forever
Cogs
Saira
Space Giraffe

[Indie Love Bundle]
And Yet It Moves
Auditorium
Aztaka
Eufloria
Machinarium
Osmos

[Mega Love Bundle]
The whole lot!

IndieCade 2010 Finalists: The Gentlemen of the South Sandwiche Islands (Taylor & Gray)

September 16, 2010 2:03 PM | Michael Rose

And now for something a little bit different. In our look at the IndieCade 2010 finalists, we come to The Gentlemen of the South Sandwiche Islands, which is a different type of indie game from our usual broadcast. It is in fact a board game!

You've most likely heard the riddle about the farmer who is trying to cross a river with a fox and a chicken, but only one of them can cross the river at a time - or at least a variation on that theme. The Gentlemen of the South Sandwiche Islands is based around that idea - two players take it in turns to move their pieces (or their opponent's pieces) across a series of bridges. The winner is whoever manages to get Lady Ashley alone on an island with them, for a romantic rendezvous.

It's all very tactical stuff, as demonstrated by the above video. Creator James Taylor started a Kickstarter funded project for the board game earlier this year, and quickly secured the amount he needed. Copies of the game were sent out to donators, but I can't tell whether the game is still available to order. There's a big ol' Buy Now button on the official site, but the blurb above hasn't been updated, plus the Kickstarter page says that only a set number of games were produced, and I can't seem to find indication of whether those sold out or not.

It would appear that James is planning on updated the game for IndieCade anyway, so most likely more copies will be made. It's worth reading this analysis from one of James' university professors, as there's some interesting stuff in there.

The official trailer for the game is just below the cut.

Browser Game Pick: Envipulation (Wouter van Vugt)

September 16, 2010 9:00 AM | Tim W.


Envipulation is a puzzle platformer that features twenty-one levels to play, where your main objective is to collect all of the Game Boy console-related items found in each area without getting hurt by an enemy or falling into a pool of toxic goo.

At your disposal are three objects that can be used to overcome platforming challenges and defeat the patrolling enemies in every stage. The standard gun damages adversaries at close range, your 3D glasses can be worn to turn invisible tiles into solid platforms, and the floating device allows players to levitate in the air for a short while as our blue hero floats steadily back to the ground. (Kongregate mirror)

L'Abbaye des Morts Map

September 16, 2010 3:00 AM | Tim W.


Yesterday it crossed my mind that I had enough screenshots of L'Abbaye des Morts to join together as a huge map. So here it is, a 1280x800 version of the twenty-two playable rooms found in the game.

We've got an ever bigger version of the same map here (2560x1760), which should be helpful for finding the location of a particular switch or item. (original article)

Letter From The IGF Chairman: One Month To Deadline - An IGF 2011 FAQ

September 16, 2010 12:29 AM | Simon Carless

2010deadlinecal.jpg[As the 2011 Independent Games Festival deadlines rapidly approach, IGF Chairman Brandon Boyer presents both a reminder to submit your game and a brief look at some of the most-asked questions for indies looking to make it big in this year's contest, festival and showcase.]

If your calendars aren't ringing at you already, consider this your first alert: there's just a smidge over one month left until the October 18th deadline for the 2011 Independent Games Festival Main Competition (add two more weeks if you're planning to submit to the Student IGF), and all of us here are quite excited to see what you're submitting!

To mark the occasion, I thought I'd offer the answers to a handful more frequently asked questions than covered on our submission page, and reiterate some questions that are answered there but perhaps not strongly enough, starting with:

Q: Can I enter a game if it's already available for sale?

A: Of course! While a large part of the IGF's mission is to shine the first light on works that will redefine how we think about games in the future, there is no mandate that a game be released to the public only after it takes part in the Festival. We love, and will always encourage, developers making their debut through it, but welcome anyone whose schedules demanded release before the deadline.

Q: Can I enter if I've already entered in previous years, or am thinking about expanding my game and entering IGF 2012?

A: Absolutely. Especially as more games become longer-term undertakings that evolve as a service or in response to player feedback, there is no rule against re-entering the Festival. That also includes games that were shown at very early stages in previous years that are now in more finalized form.

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