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About The IGF 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, 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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Love What You Hate In F*ck This Jam

November 9, 2012 2:00 PM | John Polson

From November 9 to November 17, indie developers from around the world are taking the game genres they hate and making something they actually respect and enjoy. Ian Bogost, Zach Gage, Fernando Ramallo and Rami Ismail speak in the above keynote for Fuck This Jam, encouraging developers to embrace that which they hate, much like Zach Gage did with word puzzle games for SpellTower.

Over 1,400 developers have signed up for this jam, and more are invited to do so. Needless to say, we're all looking forward to what comes from the frustration, hate, and ignorance these developers break through.

Get a job: Infinity Ward and others hiring now on the Gamasutra jobs board

November 9, 2012 3:00 AM | Eric Caoili

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Infinity Ward, Linden Lab, Yager Development, and others.

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 Gamasutra's network of submarket sites, which includes content sites focused on independent games and more.

Some of the notable jobs posted this week include:

Infinity Ward / Activision: Producer:
"Infinity Ward, Inc. is an award winning developer located in Los Angeles, California.Since its inception, the studio has consistently produced blockbuster hits and critically-acclaimed titles including Call of Duty, Call of Duty 2, Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and most recently Call of Duty: Modern Warfare 3."

Konami OCDS: Programmer:
"Konami Digital Entertainment Orange County Development Studio is a newly established Konami company focused on Social and Mobile platforms with an eye on emerging digital business, platforms, and distribution methods."

New Indie Game Incubator Execution Labs Launches in Montreal

November 9, 2012 3:00 AM | Staff

execution labs.jpegA group of industry veterans has launched a new indie game incubator, with the aim to help smaller teams of developers fund, create and launch their game titles.

The Montreal-based Execution Labs has raised $1.4 million through venture capital funding, and is headed up by Jason Della Rocca, a former director of the International Game Developers Association, Alexandre Pelletier-Normand, most recently head of deployment at Gameloft, and Keith Katz, previously VP of monetization at OpenFeint.

The start-up is offering what it describes as a "first-of-its-kind hybrid game incubator and go-to-market accelerator," as it looks to make the process of funding and creating games much more manageable for indie teams.

Those teams selected by Execution Labs will receive seed funding, office space, development tools and assistance from a number of mentors in the field of game development, from both a creative and business perspective.

Finally, Johann Sebastian Joust is an Official PlayStation Game

November 9, 2012 1:00 AM | Staff

JSS gama.jpg"Love takes time, Frank. Marriage takes time."

That's Doug Wilson, explaining to me on a brief phone call why Johann Sebastian Joust (above) -- the "digitally-enabled playground game" he designed specifically for use with Sony's motion-sensing PlayStation Move controller -- took so long to actually become an official PlayStation game.

Prototype versions of the game have been a mainstay on the conference circuit going all the way back to the Nordic Game Jam in 2011. To many, it is the Move game, despite never actually being commercially available.

Now, an official PlayStation version of JSJ is finally within reach, and it's not alone. Wilson is putting together a competitive compilation of similar Move-controlled spectator sports by other independent developers into one big Summer Games-inspired party games package called Sportsfriends.

As Wilson himself is the first to admit, it's a weird game. You have to play it with other players, and they have to be the same room. It doesn't really involve looking at the screen -- heck, it doesn't even have graphics (yet). But it had its fans, including Sony, who had "been literally talking to Doug for years about this."

PSN Pick: When Vikings Attack (Clever Beans)

November 8, 2012 11:00 PM | Danny Cowan

Two-man studio Clever Beans has released its PlayStation 3 and PS Vita cross-playable action game When Vikings Attack as a downloadable PlayStation Network title. It's worth checking out, particularly if you're a fan of PSOne-era battle royale games like Poy Poy and Rakugaki Showtime.

When Vikings Attack pits up to four players against invading viking hordes in various modern-day settings. Gameplay involves teaming up with unassuming locals (businessmen, policemen, schoolchildren, and so on) and bowling over gangs of vikings using thrown objects throughout a series of single-player and multiplayer levels.

The mechanics are simple -- gameplay basically boils down to "move," "dash," and "throw" -- but there's an interesting layer of strategy involved. In order to pick up the larger, deadlier objects that litter the playfield, you'll need to assemble a large group of wandering citizens. Doing so makes you more vulnerable to viking counterattacks, however, as your team becomes slower as it grows in size. It's fun stuff!

Both the PlayStation 3 and PS Vita versions of When Vikings Attack are included in a single PlayStation Network download priced at $9.99. PlayStation Plus members can grab the game during its debut week for $6.99.

Trailer: Chronoblast (n0rtygames)

November 7, 2012 11:00 PM | Danny Cowan

Steven Redmond and Kevin Derken at n0rtygames have released a new gameplay trailer for Chronoblast, a slick-looking bullet-hell shoot-'em-up coming soon for the Xbox Live Indie Games service.

Inspired by Cave's DoDonPachi series, Chronoblast is a vertically scrolling shooter that promises to offer "a fun challenge to veterans of the genre as well as people just discovering the modern shmup." The game will feature five levels (each of which is helmed by a difficult, bullet-spewing boss), and according to this video, it'll support a wide variety of vertically- and horizontally-oriented screen setups.

A release date for Chronoblast has not been announced.

Pid's dilemma - how do you make a 2D platformer that stands out?

November 7, 2012 2:00 PM | Staff

pid long.jpg2D puzzle platformers are now ten a penny in the indie game space and, as such, it can be tricky for a studio to get noticed amongst all the noise. Might and Delight, the studio behind the newly released Pid, has found its own solution to this problem -- simply don't refer to the game as a puzzle platformer.

"I think of it as a platforming adventure," notes Kian Bashiri, lead programmer on the title and creator of the cult Flash mini-game You Have To Burn The Rope, "since our puzzles aren't of the kind that most people think of when the genre is mentioned."

Sure, Pid features numerous lengthy sections that most players would describe as classic puzzling, but for the most part Pid is made up of what Bashiri describes as "moment-to-moment navigational puzzles that make up the core of the game."

"The beam, like the grappling gun in Bionic Commando, forces you to read your environments in a unique way," he adds. "When you really 'get' how to use it and when you get comfortable with using it (because it is a demanding mechanic), you get extremely agile. Planning your route around the various hazards is a kind of puzzle that gets richer and richer the further you get in the game as new 'rules' and restrictions are introduced in form of enemies, gadgets and clever level design."

Even Canabalt's Creator Can't Explain its Success

November 7, 2012 1:00 AM | Staff

canabalt thumb.jpgAdam Saltsman, developer of Canabalt talks to Gamasutra about why the game has been a hit with fans -- though he's "hesitant to give any specific reason," maybe the key lies in one of his workaday fantasies.

"I used to have this fantasy when I worked in an office building with this long, long hallway with this glass window at the end that looked out over a river and a cliff," says Saltsman.

"You'd be in this office and a two story party boat would just creep down the river, filled with people partying. What a beautiful thing to feel -- if you were invincible, how beautiful would it be to take off down the hallway at top speed and physically and metaphorically explode out?"

That, as much as anything, could explain the appeal of Canabalt -- a game which has become not just successful but highly influential in the mobile space, with its one-button approach toward platforming easily executable on smartphones.

"My general sense is that there's a clutch of different things that it does that are good" about Canabalt, says Saltsman. "It's pretty awesome right away. One of the things that doesn't hurt it is that the game turns on, the music gets super creepy, things start shaking, you jump out of a window, barely land on your feet and take off running."

For more on Canabalt -- and the claustrophobic Capsule, which forces players who run out of fuel to wait for death -- check out Gamasutra's full feature interview with Saltsman, live now.

IGF 2013 Sees Record Entries for its Student Competition

November 6, 2012 1:00 AM | John Polson

igfexpo gama.jpgThe organizers of the 15th annual Independent Games Festival -- the longest-running and largest festival relating to independent games worldwide -- are proud to announce another year of record entry numbers for IGF 2013's Student Competition.

In total, this year's Student Competition took in more than 300 game entries across all platforms -- PC, console and mobile -- from a wide diversity of the most prestigious universities and games programs from around the world.

Together with the record Main Competition entries, this year's IGF has taken in nearly 900 total entries -- the largest number in the festival's history across the Main and Student competitions.

This year's Student Competition includes entries such as the DigiPen-developed Perspective, which combines 2D platforming with 3D first-person navigation, and Nevermind, an experimental horror title that uses biofeedback to manage player stress and change difficulty on the fly.

Other entries include the physics-based tower defense title The White Laboratory, the stealth horror game Blackwell's Asylum, and the experimental narrative title Snowfall.

Fez Co-creator Joins Capy Games

November 5, 2012 8:00 PM | John Polson

capy.jpgRenaud Bédard, the programmer behind critically acclaimed Xbox Live Arcade puzzle-platformer Fez, has joined Toronto-based indie developer Capybara Games. "I've been saying in interviews that I'd be looking for something more organized/stable for a while now, so it's a reflection of that," Bédard tells IndieGames of his transition.

Capy is best known for creating hit iOS and PC adventure game Superbrothers: Sword & Sworcery EP. It also developed Might and Magic: Clash of Heroes and Critter Crunch, both puzzlers with cult followings.

The team is currently working on action game Super Time Force, which took home the Microsoft XBLA Award at last year's Independent Games Festival (Fez won the Grand Prize at that IGF, too).

[A portion of this article originally appeared on Gamasutra, written by Eric Caoili.]

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