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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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Features

PS Vita Launches, Indie Titles Earn Great (But Few) Reviews

February 23, 2012 1:00 AM | John Polson

vita indiegames.jpg The PlayStation Vita launches today in both wifi and 3G models in the US and EU territories. Digital titles Super Stardust Delta, Escape Plan, and Tales from Space: Mutant Blobs Attack!!! have hit the US PlayStation Network, and Frobisher Says is a free preorder incentive to those in Europe.

Independent studio Housemarque brings Super Stardust Delta, a spherical arena shooter that uses the dual analog sticks to handle the core mechanics. It also makes use of Vita's touchscreen to create black holes and fire missiles and tilt mechanics to view what's on the other side of the planet. The action looks pretty frantic and fun below:

Fun Bits Interactive (whose producers worked on Fat Princess) made touch-intensive puzzle platformer Escape Plan for the Vita. Players swipe, squeeze, poke, slap, and tilt to manipulate the characters and interact with the environments. Escape Plan also has pretty slick gray-scale visuals:

Road to the IGF: Daniel Benmergui's Storyteller

February 21, 2012 5:00 AM | John Polson

IGFstoryteller.jpgStoryteller marks a bit of a shift for indie developer Daniel Benmergui. Over the last few years, he has made name for himself with art-focused, emotional titles such as Today I Die and I Wish I Were The Moon.

Benmergui's newest title, however, is much more "gamey," to put it in his own words. Storyteller isn't a game about evoking emotion, but rather about playing with stories, and rearranging narrative devices to solve puzzles and advance through a series of challenges.

The game presents players with a simple story premise, and players must rearrange characters and props within a comic-style framework to make the characters bring those stories to life. It's a unique system that pushes a player's imagination and fully rewards creativity.

The game has recently been nominated for the prestigious Nuovo award at the 2012 Independent Games Festival, and Gamasutra spoke with Benmergui to learn more about the game and how it has affected his approach to indie development.

What background do you have making games?

I made Today I Die, I Wish I Were the Moon and now I am working on Storyteller. I studied Computer Science, worked at the mainstream industry for a few years, and became a full time independent developer almost four years ago.

How long have you been working on the game?

Almost a year, but I also worked on other prototypes in the meantime. In the end, only Storyteller seemed worth pursuing right now.

Can you describe how the game works?

The game presents you with a story description, a few comic panels and several "actors" with a basic behavior. All you have to do is drag them into the panels to build a story that matches the description. The challenge is that the game automatically fills in what's happening based on the behavior of actors, putting constrains on how the story can unfold. The game abstracted time away, so you can experiment with chains of consequence immediately, allowing experimentation without waiting for stuff to happen.

Road to the IGF: Amanita Design's Botanicula

February 20, 2012 5:00 AM | John Polson

BotaniculaIGF.jpgHailing from the Czech Republic, Amanita Design has made a distinct impression on the indie game scene with its visually striking, imaginative adventure games such as Machinarium and Samorost 1 and 2.

Now, the studio is working on Botanicula, a new point and click adventure game that continues the team's legacy of lovingly-crafted visuals and minimalistic storytelling techniques. The game's unique aesthetic has earned it a nomination for an Excellence in Visual Art award at this year's IGF.

As part of our ongoing series of Road to the IGF interviews, Gamasutra spoke with animator Jara Plachy and Amanita Design co-founder Jakub Dvorsky to learn more about Botanicula, and how the studio's previous titles have informed the team's approach to adventure game design.

How did you get your start making games?

Jara Plachy: I started to work on games when I was hired by friends from Amanita Design to create some animations for Machinarium, and I really enjoyed working on the project. It was Amanita that actually showed me how to create a game. Until this collaboration, I worked mostly on animated movies, and I realized it's possible to create original and unique computer games that have narrative and expression equal to animated movies or graphic novels.

How long have you worked on Botanicula?

JP: Botanicula has been in development for two and a half years already. It has gone from preliminary sketches and visual style experiments to now, when the game is nearly finished.

Road to the IGF: Stephen Lavelle's English Country Tune

February 19, 2012 6:00 AM | John Polson

english country tue IGF.jpgAnyone who follows the indie gaming scene will no doubt have crossed paths with plenty of Stephen Lavelle's games before, although they may well know him better as "Increpare".

Lavelle has been pushing the boundaries of game mechanics for a good few years now, with short but deep experiences that can potentially cause the player to question what real innovation in video games is.

English Country Tune is Lavelle's first commercial title, all his previous releases having been free to download up to this point. All those years of honing his skills appear to have paid off too, as his first paid release has earned him an IGF nomination for Excellence In Design.

As part of Gamasutra's Road to the IGF series, Lavelle discusses why he decided to charge money for this game, and which elements he was forced to cut out of the final vision.

What is your background in making games?

It depends on the game. There are certain general inspirations and role-models, but most of no general interest. I feel like I haven't had a new thought in about two years, and I've more or less "used up" everything I could think of. So I'm trying to think of new things, and it's proving hard work. I let myself go, both culturally and intellectually, and now I'm paying the price. Grrr.

What development tools did you use to develop English Country Tune?

Unity. Music was a mix of Reason, Garageband and some custom-made tools (that are single-purpose enough to not be worth preparing for general consumption). Photoshop.

How long did you work on the game?

8 months in total, though I took some breaks during development.

Road to the IGF: Bennett Foddy's GIRP

February 18, 2012 6:00 AM | John Polson

girp IGF.jpgBennett Foddy has been creating wacky games that make players want to scream for a good while now, but it's arguable that ham-fisted runner QWOP was his 'breakout' title, firing him into the limelight.

Anything that Foddy puts out now is passed back and forth all over the web, and with good reason, as his flair for the unique and slightly twisted hasn't deminished one iota.

GIRP continues his trend of silly, ridiculously addictive titles, as players attempt to scale a cliff wall using all the keys on a keyboard -- think Twister for your fingers in video game form.

The game has now been nominated for the Nuovo Award at this year's Independent Games Festival. As part of Gamasutra's Road to the IGF series, Foddy explains where GIRP came from, and where he thinks the indie scene is headed.

What is your background in making games?

I taught myself to make games while I was procrastinating from finishing my dissertation in philosophy. I've been playing games ever since I got my first computer (a 48k Sinclair Spectrum) at age 5, and ever since then I've tinkered around trying to make games. But in 2007 it finally became easy enough for me. And it's got easier since then, too.

What development tools did you use to develop GIRP?

I used Flex, Box2D and Flixel for the code, and I made the art in Photoshop.

How long did you work on the game?

It's always hard to make this judgment, because sometimes I have to leave a game on the back burner while I think about how to move forward with it. It's not my day job so I don't tend to rush things out. In terms of actual work, a few weeks, I guess? I could be kidding myself on that one in either direction... I'm not sure.

Road to the IGF: Lucky Frame's Pugs Luv Beats

February 17, 2012 6:00 AM | John Polson

pugs IGF.jpg[In the latest in our "Road to the IGF" series of interviews with 2012 IGF finalists, Gamasutra speaks with Lucky Frame's Yann Seznec about his team's 2012 IGF Excellence in Audio nominee Pugs Luv Beats.]

In the tradition of music composition games like SimTunes, Lucky Frame's Pugs Luv Beats is an addictive iOS title that has you creating songs as you guide creatures around a map, making increasingly complex melodies as you progress and are introduced to new mechanics.

The creatures in this game naturally are pugs, or colorful capsule-shaped versions of the puppies at least, and you need to help them recover Beats scattered around the universe. Each world you visit offers new opportunities for different kinds of musical patterns you can compose.

As you collect beats, you trade them in for outfits to help your pugs better traverse the varying environments on each world. Each movement from the pugs, depending on the terrain, makes a different sound that adds to the unique symphony you've created for the world.

Gamasutra spoke with the Scottish developer's founder and director Yann Seznec to learn more about Pugs Luv Beats, Lucky Frame's design decisions creating its musical mechanics, and what he believes are the most interesting audio developments for indies lately.

What background do you have making games?

Yann Seznec: Pugs Luv Beats is actually Lucky Frame's first game, in the strictest sense of the word. We'd been wanting to get into making games for a while -- Jon Brodsky (Lucky Frame's programmer) had been doing Ludum Dare and other game jams for a year or two, but most of our previous work had more to do with music, which is part of the core of our identity.

For one thing, I was able to found the company in 2008 based on the success of the Wii Loop Machine, a hack that turned Wii remotes into musical instruments. After that, our main mobile release was Mujik for iPhone, a surrealist music toy. It got a lot of wonderful attention, mostly because it was a music app that did not fall into the cliches of nearly every other music app in the store!

That showed us that there was really some space in the creative world for new approaches to music. It was a logical step from there to start making games, particularly since the "music game" genre was really starting to feel tired. So that's how we started getting into making games!

IGF Audience Award Voting Ends Soon

February 16, 2012 11:38 PM | John Polson

IGF2012.jpgThe deadline for public voting on the Independent Games Festival's Audience Award ends February 19. All members of the public and the indie game community are eligible to vote, so cast your vote today!

As we've done in prior years, we're allowing voting for any game chosen as a finalist in the festival, as opposed to just those with public PC demos. This is because many of the titles have been playable at other indie game events - or have Beta and other OS versions that many indie game fans may have checked out.

To be part of this year's vote, simply visit the IGF Audience Award page and download any of the games or demos that are currently publicly available (each has been marked whether there's a version for you to purchase or otherwise download). When you've made up your mind, return to vote for your favorite.

After voting and inputting your email address, you'll need to verify your vote by clicking on a link sent to that email. Voting remains open until Sunday, February 19th at midnight PST -- go check it out now and start making your way through the games!

Road to the IGF: Alexander Bruce's Antichamber

February 16, 2012 6:00 AM | John Polson

demruth IGF.jpg[In the latest in our "Road to the IGF" series of interviews with 2012 IGF finalists, Gamasutra speaks with Alexander Bruce about his 2012 IGF Technical Excellence Award nominee Antichamber.]

Alexander "Demruth" Bruce's Antichamber is a game about discovery, set inside a vibrant, minimal, Escher-like world, where geometry and space follow unfamiliar rules, and obstacles are a matter of perception.

The game was a finalist for the Nuovo Award at the 2011 Independent Games Festival, back when it was still called Hazard: The Journey of Life and "only a couple of months away from release."

Twelve months later and with some work still to be done, Bruce's game is back in the competition, with a new name and new recognition as a finalist in the Technical Excellence category.

What background do you have making games?

Does this work like a resume, where if over a certain amount of time has passed since some of the work that you did, you don't have to list it anymore? I sure would like to forget about those cancelled titles that I mentioned in my Road To the IGF from last year!

On a more serious note, I started making games when I was 20, went through a university degree and worked in the industry for a year. Throughout that entire time, I felt like I didn't have enough experience at anything that I was doing, because I was always surrounded by people who had been doing this stuff for years. So in 2009 I came to the conclusion that if I was going to stand out at all, I'd have to do things differently.

I think I've succeeded at that, because G4TV tried to describe the game at PAX by saying "it's like an Escher painting meets Bastion, then someone did some heroin and threw paint on a wall." That's both one of the best descriptions and one of the most ridiculous descriptions I've ever heard.

Road to the IGF: Damp Gnat's Wonderputt

February 15, 2012 6:00 AM | John Polson

wonderputt IGF.jpgWhile the mechanics behind Damp Gnat's Wonderputt might be loosely based on real-world mini-golf, the game's aesthetic is anything but.

Using a refined, isometric style, the game combines seemingly random visual elements such as UFOs, submarines, natural disasters, and more to create a surreal golf course in which anything can happen.

With such a unique and charming visual style, the game has earned a nomination for an Excellence in Visual Art award at this year's Independent Games Festival.

Prior to releasing Wonderputt, the man behind Damp Gnat, Reece Millidge, developed games including Odyssey for the Amiga, as well as Flash games such as Icycle and the ad-based golf game Adverputt.

In honor of Wonderputt's recent IGF nomination, Gamasutra spoke with Millidge to learn more about his animation background, his approach to indie development, and much more.

What background do you have making games?

I was inspired by the fact that when I was seven years old my father created & self published an educational game for the BBC Micro. So I was exposed to games since the Chuckie Egg days. Growing up I made all sorts of half finished curiosities with AMOS for the Amiga 500. Thankfully I teamed up with friend Chris Mullender to make Odyssey for the Amiga while at college.

Unfortunately it was released just as the Amiga made way for the rise of the PC. After that, a fan letter to Peter Irvin of Exile led to work experience at Frontier Developments for David Braden of Elite, two godfathers of early games in the same place!

I dedicated the next 15 years to study and work in animated films and commercials where I was privileged to learn skills across most media. I soon realized I was incubating more ideas for games than animation, so it was only a matter of time before something accessible to the individual came along. Flash was the perfect tool, Icycle was the result and before I knew it I'd become a full time indie developer!

How long have you worked on Wonderputt?

Initially I had estimated a two month production period, but it ended up taking almost six months over a year period between contract work. This happened mainly because the game outgrew the initial concept and size.

How did you come up with the overall concept?

After the positive response to Adverputt and requests to host the game, it made sense to re-use the game engine to make a version for a wider audience with a rich and animated environment, free of integrated brands. So it started out as just a re-skinned version of Adverputt but with some customizable functionality.

PSN developer Drinkbox Studios on porting code to 'mini-PS3' quality Vita hardware

February 13, 2012 5:00 PM | John Polson

DrinkBox Logo (high-res).JPGPSN developers will have a leg-up when porting existing code and assets to the PlayStation Vita, shares Chris Harvey of Drinkbox Studios. He further suggests that current generation devs won't have to sacrifice much to get their game up and running, describing the Vita as a "mini-PS3."

Harvey's team is currently working on Tales from Space: Mutant Blobs Attack!!!, one of 25 titles scheduled for the Vita's North American launch. This is far from the team's first console effort, having been certified to develop across leading gaming platforms and having worked for studios such as Vicarious Visions and Electronic Arts. Drinkbox last year went solo with its PSN release of About A Blob, with the help of Sony's Pub Fund. The team's Mutant Blobs Attack follow up, however, is without Pub Fund assistance.

In the following interview, Harvey shares Drinkbox's experience with porting onto the Vita, its development as compared to other platforms, and the benefits found in using the Vita GPU's Tile Based Deferred Rendering (TBDR). Harvey also shares what he thinks could make more successful North American and European launches.

PS Vita has a lot of user input possibilities. What can you share about integrating these with your game?

Our main objective with the inputs has been to find control updates and additions that enhance core gameplay. Our general process for experimentation has been:

Step 1 - Brainstorm control change ideas, implement draft versions of our favorite ideas.
Step 2 - Watch people try the game once control changes have gone in. Think about the results, go back to Step 1.

Mutant Blobs Attack still plays like a platformer, with thumbstick-and-button-based core movement controls, but we've been finding that touch controls in particular can be worked into the gameplay in pretty interesting ways. We're also still experimenting.

You've ported onto many different platforms. How do other platforms compare to working on Vita?

Managing shaders and VRAM is similar to the PS3, although simpler. Because the CPU is a symmetric multi-core device, the threading process is similar to the PC or Xbox 360. The basic porting took about 2 weeks. At that point the original game was playable on the device, although it ran too slowly. Since then, we've probably spent another 4-plus weeks on performance. We've had to get a lot more aggressive with how much threading we do, like threading the input-device reading.

Fortunately, these changes have benefited the engine for all the other platforms. The Vita's API hasn't changed too much since we started, and the documentation was been pretty good from the start, so I think the porting process was on the easy side. Keep in mind that our engine had already been ported a couple of times, so we were in a good position to port to Vita. If you haven't ported your engine before, then it might not be quite as easy.

Desktop Features

Road to the IGF: Daniel Benmergui's Storyteller
-February 21, 2012 5:00 AM

Road to the IGF: Amanita Design's Botanicula
-February 20, 2012 5:00 AM

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Bennett Foddy's GIRP
-February 18, 2012 6:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

Road to the IGF: Alexander Bruce's Antichamber
-February 16, 2012 6:00 AM

Road to the IGF: Damp Gnat's Wonderputt
-February 15, 2012 6:00 AM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Road to the IGF: Expressive Intelligence Studio's Prom Week
-February 6, 2012 1:00 AM

Road to the IGF: Tom Francis' Gunpoint
-February 5, 2012 1:00 AM

Road to the IGF: Key and Kanaga's Proteus
-February 4, 2012 1:00 AM

Road to the IGF: Mode 7 Games' Frozen Synapse
-February 2, 2012 1:00 AM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

SkyGoblin's Theodor Waern Talks About Going From 2D To 3D
-January 3, 2012 6:00 PM

10 Indie Games To Watch Out For In 2012
-December 30, 2011 6:00 PM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

#indieVisibility End of Year Awards
-December 13, 2011 10:00 AM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Indie Black Friday Deals (Updates All Weekend)
-November 24, 2011 5:17 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

From Artist to Superimposing Game Designer: Chris Makris on Fader
-November 16, 2011 2:23 AM

Interview: Alec Holowka On Unity Tutorials, Alone In Dreams, And Isolation
-November 8, 2011 1:00 PM

Interview: Chevy Ray Johnston On Hollow's Deep, Adjusting To Large Projects
-November 7, 2011 12:00 PM

Interview: Soldat's Marcinkowski On Why Alpha Funding Will Save The Games Industry
-October 1, 2011 9:00 AM

Sense of Wonder Night 2011 Live Streaming This Friday 16th
-September 13, 2011 6:00 AM

Soul Brother OST on BandCamp! Lone Survivor Back on Track?
-September 11, 2011 4:01 PM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Review: Beautiful Escape - Dungeoneer (Nicolau Chaud)
-August 9, 2011 4:00 PM

Nuclear Dawn Screenshots + Interview
-August 4, 2011 3:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

Indie Selections For 2011 'PAX 10' Showcase Announced
-July 9, 2011 1:00 AM

Q&A: The Publication of Gemini Rue
-June 16, 2011 11:05 PM

Feature: What Went Right And Wrong... Seven Times
-June 16, 2011 2:00 PM

Preview: Splatters (SpikySnail Games)
-June 9, 2011 3:00 PM

Interview: Indie Fund Supports The Mesmerizing Dear Esther
-June 2, 2011 3:00 PM

Preview: Project Zomboid (Indie Stone)
-May 31, 2011 11:00 AM

Terraria vs Minecraft: Why 2D Is King
-May 25, 2011 5:00 PM

250 Indie Games You Must Play Released
-May 13, 2011 7:08 PM

Opinion: The Gods Of Goo
-May 11, 2011 3:32 PM

Indie Game Links: This Spider-Queen's Bite Won't Hurt a Bit
-April 20, 2011 8:00 AM

Console Features

PS Vita Launches, Indie Titles Earn Great (But Few) Reviews
-February 23, 2012 1:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

PSN developer Drinkbox Studios on porting code to 'mini-PS3' quality Vita hardware
-February 13, 2012 5:00 PM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Interview: Fishing Cactus on the Shift to 3DS for Shifting World
-February 3, 2012 3:00 PM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

3DSWare Review: Mutant Mudds (Renegade Kid)
-January 27, 2012 3:00 PM

3DSWare Review: Mighty Switch Force (WayForward)
-January 9, 2012 3:00 PM

10 Indie Games To Watch Out For In 2012
-December 30, 2011 6:00 PM

3DSWare Review: VVVVVV (Terry Cavanagh, Nicalis)
-December 29, 2011 4:00 PM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Bastion Q&A: Creating a Narrator's Voice
-November 26, 2011 6:15 PM

Indie Black Friday Deals (Updates All Weekend)
-November 24, 2011 5:17 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

High Frequency Q&A: Rethinking Remixes on PixelJunk SideScroller
-November 10, 2011 11:00 PM

Sense of Wonder Night 2011 Live Streaming This Friday 16th
-September 13, 2011 6:00 AM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Fruit Ninja Kinect: Far More Fun Than You'd Imagine
-August 8, 2011 3:00 PM

Nuclear Dawn Screenshots + Interview
-August 4, 2011 3:00 PM

You Should Download Bastion
-August 4, 2011 12:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

Feature: What Went Right And Wrong... Seven Times
-June 16, 2011 2:00 PM

E3 2011: BIT.TRIP Complete (Gaijin Games)
-June 10, 2011 1:00 AM

E3 2011: Hands-On Impressions of Papo & Yo (Minority)
-June 9, 2011 7:04 PM

Preview: Splatters (SpikySnail Games)
-June 9, 2011 3:00 PM

Preview: Sound Shapes (Jonathan Mak)
-June 3, 2011 7:00 AM

Game Developer's May Issue Showcases Xbox Live Indie Games Postmortem
-May 9, 2011 7:28 PM

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