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

August 24, 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 Raven Software, 6waves, SCEA, 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:

Raven Software / Activision: Technical Animator:
Raven Software, developer of numerous award-winning games, including contributions to the blockbuster Call of Duty series is seeking passionate developers to join an established team at work on a first-person shooter. Located in Madison, Wisconsin, Raven Software offers an upscale work environment with state-of-the-art workstations, an outstanding compensation and benefits package, a fun, collaborative environment, affordable living and an exceptional quality of life!"

6waves: Community Coordinator:
"6waves is now a leading publisher of independent games on social networks and mobile platforms, partnering with developers all over the world to bring the best games to our millions of users on our gaming network. From our original roots in Facebook, we now have expanded into Yahoo! Mobage, Mixi and Hangame in Japan, Tencent in China, iOS and Android. Headquartered in Hong Kong with offices in San Francisco, Moscow, Beijing and Tokyo, our team has a unique international perspective and has forged successful partnerships with developers from across the globe."

Building a Healthy Indie Community in Your City

August 24, 2012 3:00 AM | Staff

arthouseevent gama.jpgIn just a few years, Epona Schweer helped grow Sydney's local game industry into a thriving scene for independent developers. Here she outlines how to do the same in your city.

Back in 2010 when Schweer was teaching aspiring game developers at Sydney's Academy of Interactive Entertainment, she became concerned that the city offered few industry opportunities for graduates, and sought to help create a scene that could support a healthy indie game developer community.

Schweer researched the development and business models behind successful indie games like Minecraft and Limbo, trying to find what their developers did right and what core principles were crucial to adopt. She found that those hit games had two real things in common:

1.They all explored something completely new in terms of game development. From design to tech to business model -- it all grew from and supported a totally original idea.
2.They were actively contributing to and engaging with their communities -- openly sharing methods, techniques and ideas with other developers and players alike.

"If we can create a culture fully focused on developing and fleshing out original ideas (as opposed to regurgitating the same old game mechanics and genre tropes), as well as encourage an open exchange of knowledge and techniques between developers, then maybe it'll be easier for folks to go indie and make better games sustainably," says Schweer.

Indie Megabooth Occupies Pax Prime 2012

August 23, 2012 2:00 PM | John Polson

The Indie Megabooth will take up a healthy portion of PAX Prime 2012 realty with 30 studios and more than 30 games on the 4th floor of the convention which runs August 31- September 2 in Seattle, WA.

Earlier this year, the Indie Megabooth started in Boston, MA at PAX East 2012 with only 16 developers. Megabooth has since doubled its size, further exemplifying a strength in numbers while attempting to offer the most variety of games per square foot at PAX.

Protip: Daniel Benmergui said via Twitter he will help demo SpyParty and show his own enchanting Storyteller game. That's two more to check out.

The list of playable Megabooth games is after the jump.

IndieCade 2012 Finalists Revealed

August 22, 2012 10:00 PM | John Polson

indiecade.jpgIndieCade judges have chosen 36 finalists out of more than 500 submissions for its 2012 Festival. Developers will exhibit their games at IndieCade October 6 and 7, 2012 in Culver City, California.

Couch co-op, a personal favorite, is a common theme among the selected games. Fortunately, the festival will house these smokin' games in a fire station, just in case their trailblazing turns literal. Hopefully, co-ed contests involving fire hoses and pole sliding will also be a festival highlight.

"IndieCade was created to foster the development of, and highlight, the most innovative and entertaining independent games," explained Stephanie Barish, CEO of IndieCade. "We take pride in spotlighting tomorrow's hit indie game today. We also love giving festival attendees the opportunity to see these amazing titles."

The full list of games is after the jump:

Release: Retro/Grade (24 Caret Games)

August 22, 2012 2:30 AM | John Polson

Retro/Grade is now available via the North American PlayStation Network for $9.99 and should release later today in European stores. Retro/Grade supports official guitar controllers or the standard DualShock, as players aim to score as low as possible in a reverse shmup. In addition to a solid campaign mode, the game boasts a challenge mode with 130 stages spanning a map filled with secret paths, warps, and rewards.

Retro/Grade is full of indie cameos, as well. Of its 11 unlockable ships, some boast the likenesses of Meat Boy, Minecraft, Octodad, and Go Home Dinosaurs.

Addressing the question most indie game fans ask, Matt Gilgenbach spoke to IndieGames about the possibility of a PC port. "We own Retro/Grade completely, so we can put it on whatever platforms make sense. I wouldn't say Steam or any other platform is an easy option since we have over half a million lines of code tailored to squeezing every ounce of performance out of the PS3, so porting is a big task."

Retro/Grade will be the first free title in the Europe-only PlayStation Plus Presents program. According to Gilgenbach, "As long as you are a Plus member and download it for free during [the] 8 weeks, the game is yours unless you stop being a member." Sony has not announced any PlayStation Plus Presents plans for North America so far.

Sega Dreamcast Pick: Polyko's Super Jelly Bean Quest (Senile Team)

August 21, 2012 8:00 PM | Danny Cowan

HotPengu's freeware platformer Polyko's Super Jelly Bean Quest in the Sketchbook of Illusion (that's a real mouthful!) is now available for the Sega Dreamcast, thanks to a new port developed by Senile Team.

Polyko offers a short but enjoyable jaunt in which players explore a colorful world for 31 jelly beans scattered throughout. The Dreamcast version allows players to save their progress via VMU, and includes support for arcade sticks and VGA adapters.

Polyko's Super Jelly Bean Quest is also available as a free Flash game, if for some reason you don't have a Dreamcast. If you get stuck, developer HotPengu recommends consulting this map.

Finalists Announced In 2012 Dream Build Play Competition

August 21, 2012 10:00 AM | Danny Cowan


Microsoft has announced the top 40 finalists in this year's Dream.Build.Play competition, in which independent developers have a shot at winning up to $40,000 in cash prizes.

Among this year's finalists are Xbox Live Indie Games standouts like Nine Dots Studios' side-scrolling brawler Brand, Utopian World of Sandwiches' multiplayer battle game Chompy Chomp Chomp, My Owl Software's retro-styled platformer Apple Jack 2, and Smudged Cat Games' upcoming Gateways.

This year's competition also recognizes top titles for Windows Phone, including Xeno bits' Pirate Cat, Haruneko's Akane the Kunoichi, and Awesome Games Studio's I, Zombie.

Winners will be announced in early September.

Panel Video: Sony Devs on Art in Games

August 20, 2012 8:00 PM | John Polson

Sony Computer Entertainment Worldwide Studios president (and indie game champion for Sony) Shuhei Yoshida, Giant Sparrow creative director Ian Dallas (The Unfinished Swan), thatgamecompany co-founder Kellee Santiago (Journey), and Adam Volker from small start-up Moonbot Studios (Diggs: Nightcrawler for Wonderbook) discussed the role of art in games at Gamescom 2012 last week.

Oh, there were some bigger devs there, too. However, anyone who's seen Tearaway should give a pass to Media Molecule co-founder Alex Evans (LittleBigPlanet). Same goes for Gavin Moore from Sony Japan Studio (Puppeteer), who actually argues games aren't "art" but a "craft."

[via Giant Sparrow]

World Of Goo Completed In 31 Minutes By "Cyborgs"

August 18, 2012 8:00 AM | Danny Cowan

2D Boy is apparently quite impressed with this recently released tool-assisted World of Goo speedrun, which manages to complete the game in 31 minutes -- a feat that the developer believes could only be the work of cyborgs.

The bulk of the run is actually comprised of score tallying and between-level interstitials. Most levels are completed in a matter of seconds. Don't blink!

Tool-assisted speedrun videos like this are made possible through emulation; in this case, the WiiWare version of World of Goo was used. TAS authors are able to slow down gameplay and use savestates in order to achieve completion times that aren't possible through normal play. I much prefer 2D Boy's theory that the video was created by indie game-loving cyborgs, though.

IGF China Seeking Indie Game Submissions for 2012 Event

August 17, 2012 8:43 PM | Staff

gdcchina gama.jpgThe Independent Games Festival China - which will take place alongside this November's GDC China in Shanghai - has opened its call for submissions and is accepting indie game entries from the pan-Pacific area from now through September 10.

Following its success from previous years, GDC China will once again host all three main elements of IGF China, including the IGF Summit, the IGF Pavilion, and the prestigious IGF Awards.

Now in its fourth year, the IGF Summit at GDC China will feature sessions from some of the world's top developers, while the IGF Pavilion will showcase some of the region's best independent and student games.

And of course the IGF Awards - which are split into both Main and Student competitions - will honor the many talented developers in the pan-Pacific area.

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