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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

IndieGames Podcast #25: GDC 2012

April 4, 2012 8:00 PM | jeriaska

This installment of the IndieGames Podcast takes place at the Moscone Center in San Francisco during the 2012 Game Developers Conference.

We hear from a Smartphone & Tablet Games Summit presenter, two recipients of Independent Games Festival awards and an IGF judge.

The iOS titles of game designer Zach Gage include Bit Pilot and SpellTower. His GDC presentation took at a look at the challenge of designing controls for new gaming platforms, specifically relating his own experiences working with touchscreen devices.

Derek Yu and Eirik "Phlogiston" Surkhe received the excellence in design award at GDC this year, and discuss their experience running online communities TIGSource and PAUSE.

Finally on the program, Matthew Burns relates his intentions in founding indie studio Shadegrown Games and running a monthly column for Game Developer Magazine, both of which have informed his contributions as a judge for the 2012 IGF awards' excellence in audio category.

Music for this program is from Waking Mars, which can be heard in full on the Tigerstyle Bandcamp page. The show is available to stream and download through Buzzsprout and SoundCloud. Show notes are located after the break.

Postmortem: What Would Molydeux - A Global Game Jam

April 4, 2012 1:00 AM | John Polson

molydeux gama.jpg[An offhand tweet from a Double Fine programmer snowballed into one of the largest global game jams ever. Jam co-organizer and Game Developer EIC Brandon Sheffield looks at how it all went down.]

Well, it happened. What began as an offhand tweet from Double Fine gameplay programmer Anna Kipnis has snowballed into one of the largest global game jams, and I can safely say it was a resounding success.

Not three weeks ago, Kipnis wondered publicly on Twitter why there hadn't been a game jam based on the tweets of Peter Molyneux (Fable, Populous, Black & White) parody account @petermolydeux. This came after Molyneux himself responded to one of Molydeux's tweets, causing a bit of an internet meta-explosion. The singularity was upon us!

But Kipnis took it a step further - if Molyneux can take this seriously, why shouldn't the rest of the world? Responding to Kipnis' original tweet were Patrick Klepek, Chris Remo and I. We four became the defacto organizers of this movement, which we imagined would happen in the Bay area, with a few close game developer friends.

I made a Google document to sign up potential developers, and we tweeted it out. Within an hour, we had over 70 responses, and realized at least 20 of those were from the U.K., and several were in the U.S., but outside the Bay area.

We realized quickly that a single spreadsheet couldn't contain this jam - it was bigger than us. We moved to an "organizers thread" on Facebook, and the rest is history. Over 900 developers signed up to take part in jams in almost 35 cities across the world, from the original U.S. site in California's Bay Area, to the U.K., to Israel, to Mexico, to Finland, to Australia, and beyond. More developers jammed on their own in solidarity from their homes.

How the heck did this happen? Why was it so successful? What can we do better next time (as it seems certain there will be a next time)? To get at a chunk of it, I'll write an abridged postmortem of the event, followed by my thoughts about the jam I ran in Oakland; the first #Molyjam to get a location, and the last to present its demos.

Interview: Metroidvanias and Environmental Station Alpha with Hempuli

April 3, 2012 2:00 PM | John Polson

Arvi Teikari (Hempuli) has teased his blog followers with a metroidvania going by the code name of Environmental Station Alpha for the past few months. While there is no public demo yet, he was kind enough to let me tinker with an early build of the game. As a fan of metroidvanias, I couldn't be happier; it's got the genre down to a science.

Hempuli doesn't hide the fact, either. "The game is basically sort of a 'dream' project of mine; a traditional metroidvania is something I (and probably many other devs) have been longing to do for the longest time. As the pictures show, it's very, very traditional to the point of bordering a Metroid ripoff, so I don't really want to claim that the game'd be very innovative or otherwise interesting. To me the most important thing is that the game's a lot of fun to work on, and I get to do certain parts of game design that I enjoy (mainly boss fights)."

I found the first boss, and it felt like an introductory boss, spraying me only lightly with shots (animated images of bosses after the jump!!). This boss could change, but the basic metroidvania ingredients won't probably go anywhere: a world map that fills in as you explore, different areas of the map which become accessible after obtaining certain statuses, rooms of different sizes to explore that are littered with enemies, false walls and platforms, lots of challenging jumping sequences... you get the drift.

Interview: Experimental Deep Sea Terrifies Players with Sound, Blindness

April 2, 2012 5:00 PM | John Polson

The underwater horror game Deep Sea, which was on display at Game Developer Conference 2012's Experimental Gameplay Session, is terrifying to think about, even before you put on the mask. Like the cursed videotape in The Ring and urban legends surrounding Ouija boards, Deep Sea has a way of getting inside your head.

This audio game requires the player to strap on a bizarre mask, which may be fashioned after a diving mask, an executioner's mask, or Jeff Goldblum in The Fly -- it's hard to tell. The purpose of the mask is to scare you. The player cannot see. Their breathing is limited. And they can only hear the cries of an angry beast at the bottom of the ocean.

Deep Sea is the work of Robin Arnott, an Austin-based independent developer, who had a streak of pink color in his hair when we spoke via Skype. Arnott -- sound designer on Alexander Bruce's Antichamber loves a good scare, his thoughts and inspirations go beyond horror flicks. We discussed the psychology of fear, the "anti-social kind of creativity" of programming, and the importance of flow, both for the player and the creator.

GDC 2012: The Takeaway

April 2, 2012 1:45 PM | jeriaska

scott-physics_478.jpg
Scott Anderson, presenting at GDC 2012

Last month, we caught up with attendees of the 2012 Game Developers Conference in San Francisco to hear what they have gained from the experience. Scott Anderson, Marc ten Bosch, Rami Ismail, Doseone, Dajana Dimovska and Lau Korsgaard join us to share their thoughts on the GDC takeaway.

Scott Anderson
Lead programmer, Shadow Physics

When I first started going to GDC, it was a networking thing. Since I've been going for so many years, worked in different places in the industry and met so many people, it's interesting to see all these people that I haven't seen in years and catch up with them. Now the main focus for me is as a social event. I can discuss with people what's new in games and where they should be headed.

In your talk on Shadow Physics, did you feel the need to balance politics with frankness?

I didn't want to be overly political, because it's already such a consumer-focused industry, with so many PR people blocking you from saying things. I was in the unique situation of being able to say how I really felt. The reason I didn't take that opportunity to burn bridges and throw people under the bus was that I feel that's not constructive. It was important to me to look critically: at myself, my team members, and the project. The feedback that I got on my talk was that people liked it, but felt it was very harsh, very real. That's what I was going for.

Review: Closure (Eyebrow Interactive)

April 1, 2012 12:00 PM | John Polson


Eyebrow Interactive's Closure -- Independent Games Festival, Indie Game Challenge, and Indiecade winner -- has its most important challenge to overcome: winning your hard-earned dollar. After spending a frustratingly fun weekend with the physics- and light-based puzzle platformer, the trio of developers definitely makes a compelling case for your cash.

Tyler Glaiel has taken his 2009 browser game, in which light is required to move in seemingly empty space, and expanded the experience into a full-fledged, downloadable title. Controls are tight and explained in-game, and new mechanics are introduced throughout at a gripping pace.

The premise of using light to open up the game space may sound like a mere gimmick, but Eyebrow doesn't stop there. The team innovates with refracting light, permanently illuminating light-capturing sources, creating light-based pathways, charging and opening doors with light-based locks, and more. There are other physics-based objects that add to Closure's puzzles, including rolling barrels, moving light sources in water, and even a frickin' laser beam.

GDC 2012: What Brings You Here?

March 6, 2012 7:00 PM | jeriaska

zach_gdc12-471.jpg
Zach Gage before his GDC talk

This week we catch up with attendees of the 2012 Game Developers Conference and ask them what brings them to GDC. Following the first full day, we hear from Robin Arnott, Simon Flesser, Ichiro Lambe, Jaime Woo and Mattias Häggström Gerdt.

Robin Arnott
Designer, Deep Sea

This is my third GDC in San Francisco and maybe fifth GDC total. I feel like each time I learn more and grow more. Last year I really enjoyed the Metagame that Eric Zimmerman organized as an interesting social experiment.

Last year I was new to the community and it was more about finding my niche. Now it's about hanging out with the people I haven't seen since the last festival. I'm looking forward to seeing Phil Fish and Zach Gage. I work with Alex Bruce over skype, but to interface face-to-face is great.

These are friends of mine in the indie circuit that I get to see at GDC. Two parties that I'm looking forward to are the Wild Rumpus Party and the Kill Screen Party. The robot suits from last year were one of the highlights of the festival. It's all about indie people enjoying each others' presence.

Road to the IGF: thechineseroom's Dear Esther

March 5, 2012 3:00 AM | John Polson

dear esther IGF.jpgSometimes mods can grow legs to stand on their own. Thechineseroom's Dear Esther is clearly an example, beginning merely as a Half-Life 2 mod. It was fully fleshed out into a story driven, first-person exploration game that has earned four IGF nominations: the Seamus McNally Grand Prize, Excellence in Visual Arts and Audio, and the Nuovo Award.

While its success at IGF hasn't been determined, the game has already succeeded by investment standards. The Indie Fund managed to recoup its $55,00 investment in less than six hours after Dear Esther released on Steam earlier this month.

Robert Briscoe and Dan Pinchbeck discuss here what makes Dear Esther an audio-visual, experimental crowd-pleaser, sharing its transformation from a 2007 mod to its recent, standalone release.

The two discuss the importance of an ambiguous narrative and the vast amount of development tools available which make the indie scene a realistic alternative to the mod scene.

What are your backgrounds in development?

Pinchbeck: I really started back in 2007 when we first made Dear Esther as one of a bunch of mods for a research project. I'd been modding and playing for years before (who hasn't), but that was the first major development I worked on. So it's been quite a learning curve, particularly over the last two years as I've had to raise my game along with Rob producing such amazing work. Thechineseroom was created in spring last year, so I guess I've got nearly a year as a professional producer and director.

Briscoe: I'd been toying with making games for years, tinkering with various simple game creation kits like Klick & Play way back (anyone remember that?), but it wasn't until much later when I discovered the modding and mapping scene that I really started to get serious about game development and more specifically game art. I started out making a couple of maps for the Source engine and then got recruited into the mod Nuclear Dawn in 2005 where I met some really talented guys who inspired me to work hard and raise the quality of my work.

Many of them ended up getting jobs in the games industry as a result of the work we did, and eventually I also landed a job at Dice alongside some other fellow modders. I worked at Dice for two years on Mirror's Edge before deciding to take some time out to plan my next move, and that's when I stumbled upon Dear Esther.

Road to the IGF: Awesome Shark Volcano on Nous

March 4, 2012 12:00 PM | John Polson

Nous IGF.pngAwesome Shark Volcano brings identity-challenged artificial intelligence to life in its top-down arcade arena experience and IGF Student Showcase finalist Nous.

With the team's creation, they aim to bridge the gap between art-games and traditional titles. Nous is filled with reactive narrative, as the AI sorts its identity. The game also offers active play, where players bounce around the screen while racking up massive smash combos, and passive play, where players dodge and lead enemies to converters to make them allies.

Here producer/programmer Pohung Chen and game designer Brett Cutler speak about their freely downloadable title Nous. In particular, Cutler speaks of partly identifying as a "self-centered artist, full of himself but doubting his worth," and how this was channeled into the neuroses of the Nous itself.

What does Nous mean?

Brett Cutler, Game Designer: Nous (pronounced 'noose' or 'now-s') refers to a philosophical (Greek) term representing the ability of the mind to order and rationalize the world. Nous, the AI embodied in the game, can't decide what it is, and this drives the narrative - in each level, the AI proposes a purpose for itself and then rejects it, sometimes violently. You interact with Nous through your play style (you don't ever have to kill anything) and through dialogue trees.

So you, the player, by working through the game, build a model of Nous with your interactions and how you interpret it. Your experience of the game is the only place 'Nous' the character is ever alive. So your interpretation and ordering of this character literally defines it.

Now, the letters n-o-u-s are also the French word for 'you and I', or 'we'. Which makes Nous a poor title for internet searchability. But it also has a nice reflection of the themes of the game - you and the AI work together to build an experience.

In an industry where the biggest games have such clear identities and genres (Drake, Kratos, Mario, Sonic), how does a game with an ambiguous identity compete?

Brett: Short answer: poorly. Longer answer: fairly poorly. Obviously we have no grounds to complain about the reception our game has gotten, but I think we intended it to be more approachable than it is. I heard a fair amount of "Yeah, I've heard of it but I haven't played it." I don't think there's enough concrete material for potential players to latch onto - it's not a complicated game, but it doesn't have an aspect that slots easily into something players recognize. It's basically a top-down shooter, but because that's not obvious from pictures or video, and the story hook is hard to sell, we scare players off. Those first impressions are important, and I think we definitely stumbled on them.

On the other hand, if a player commits, I think we can give them a pretty deep cut. Nous is the type of game (personal, artistic, at times surprising) that can foster memories.

As a character, Nous isn't easy to sell. The AI doesn't have a face. It doesn't have a voice. It does, and it spits words. But it's not even consistent in its personality. What works, though, is that at the end players feel like they've gotten a personal experience. And when the pretence is dropped and we say, look, Nous is the farthest thing from a character, it's just bunch of words -- well, then players become more attached to it because they're all it has. The character feels real, but the world says it isn't - so the natural response is to cling harder, and treasure it more.

Road to the IGF: Patrick Sullivan on Dust

March 2, 2012 3:00 PM | John Polson

dust1.pngIGF Student Showcase finalist Dust takes the trimming of a traditional side scrolling game and makes it magical. Players assume the roll of a moth that must escape from an old attic, collect its fallen moth brethren, and find its way to the ultimate source of light and its greatest attraction: the moon.

Visual attractiveness was important to Team Dust's eight members, who all wanted their game have a storybook feel. Through Dust's development, the team actually derived more inspiration from Trine than classic Disney movies. Even after Team Dust found its inspiration, the game never became a laborious nor mechanical for its members. Dust remained their "art".

Here Dust's environment and world building artist Patrick Sullivan explains how the game was intended and remained to be a tool to better the developers who worked on it. He also discusses how Dust's enormous environments come to life and even how the team avoided having a moth, who possesses the power of light, be attracted to itself.

What development tools did you use? How long was the development cycle?

Our engine was Unity, we all used 3Ds max as our modelling program, and Photoshop. As a school project, Dust was technically done after 6 months, but since then the team has been making minor adjustments here and there.

What inspired you to create Dust?

From the beginning we decided to go with a storybook feel and I think we pulled that off. Our earliest inspirations were from Old Disney references like Lady and the Tramp, and colorful and exaggerated art styles like Matt Gaser's work, but I think our implementation of those styles was pretty off.

Where I think we succeeded was when we started looking at Trine for inspiration. The environments were vibrant and had a lot of contrast in the lighting. We did our best to make the game feel like a child's fantasy world, and for the most part I think we pulled it off.

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'Road to the IGF' Pt.1: the stories behind this year's top indie games
-February 8, 2013 10:00 AM

The journey to create Journey -- the quest for emotion
-February 8, 2013 1:00 AM

Bastion's argument for doing away with cross-platform development
-February 7, 2013 1:00 AM

Video: How to function as a depressed, solo game developer
-February 5, 2013 11:00 AM

It's official: XNA is dead
-February 2, 2013 6:00 PM

Top 10 Indie Platformers of 2012 (Paid)
-January 30, 2013 9:45 PM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Papo & Yo behind-the-scenes: Making a game that matters
-January 20, 2013 12:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
-January 17, 2013 3:00 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

10 Indie Games Scene Shakers in 2012
-January 10, 2013 4:00 PM

3DS Game Review - Fluidity: Spin Cycle (Curve)
-January 8, 2013 3:00 AM

Top 10 PlayStation Network Games of 2012
-January 4, 2013 11:00 AM

Sale on Wii U Indie Titles Ending Soon, Look to Future Releases
-January 2, 2013 4:00 PM

Top 10 Indie Shoot-'Em-Ups of 2012
-January 1, 2013 4:00 PM

Top Indie Games of 2012: Dev Redux Part 2
-December 31, 2012 2:00 PM

What AAA can learn from indies -- according to indies
-December 30, 2012 12:00 PM

Indies met challenges, learned lessons in 2012
-December 28, 2012 5:00 PM

Top Indie Games of 2012: Dev Redux Part 1
-December 25, 2012 12:00 PM

Bit.Trip, Johann Sebestian Joust devs chat Sifteo Cubes with free SDK
-December 21, 2012 12:00 PM

Top 10 Xbox Live Arcade Games of 2012
-December 21, 2012 10:00 AM

10 OUYA games announced via giveaway, including Starbound and Legend of Dungeon
-December 19, 2012 7:00 PM

Unique Showcase Space for Smaller Devs at GDC 2013 via GDC Play
-December 19, 2012 5:00 PM

Top 10 Indie Games Of 2012 (+2!)
-December 18, 2012 6:00 PM

Top 10 Xbox Live Indie Games of 2012
-December 15, 2012 12:00 PM

The Avant-Game - brain food for the hardcore weirdos
-December 14, 2012 3:00 AM

Persistence Pays Off: How Futurlab Finally Got a Contract with Sony
-December 12, 2012 12:00 AM

How Did Indie Studio Broken Rules Get Chummy with Nintendo?
-December 11, 2012 3:00 AM

Mark of the Ninja's five stealth design rules
-December 4, 2012 3:00 AM

PlayStation Mobile opens the floodgates for all game developers
-November 20, 2012 9:00 PM

Molyneux to indies: Don't be afraid to experiment
-November 15, 2012 1:00 AM

Pid's dilemma - how do you make a 2D platformer that stands out?
-November 7, 2012 2:00 PM

Even Canabalt's Creator Can't Explain its Success
-November 7, 2012 1:00 AM

Dust: An Elysian Tail Dev Bit the Bullet, Cut a Third of the Game
-November 2, 2012 3:00 AM

A New Record for IGF Submissions at Nearly 600 Games
-October 23, 2012 8:00 PM

One Week to Go for 2013 IGF's Main Competition Entries
-October 11, 2012 1:00 AM

The Benefits of Making Your Players Suffer (and Maybe Throw Up)
-October 8, 2012 8:00 PM

Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'
-October 6, 2012 2:00 PM

GDC 2013 Indie Games Summit Call for Submissions
-September 29, 2012 12:00 AM

Doing Stealth the Monaco Way
-September 28, 2012 1:00 AM

10 Indie Games to Sing Along with
-September 21, 2012 2:00 PM

Rewarding Kickstarter Donors with Copies of Your Game Is Vital
-September 3, 2012 10:00 PM

Ask IndieGames: Are indie developers censoring themselves?
-September 2, 2012 10:00 AM

Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
-August 29, 2012 6:40 PM

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

The Real Story of Developing for Nintendo's Download Platforms
-August 16, 2012 3:00 AM

Sound Shapes Q&A: Prototyping for PlayStation Consoles
-August 13, 2012 1:00 PM

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 AM

Reinventing stealth in 2D with Mark of the Ninja
-August 3, 2012 8:00 PM

Will PlayStation Mobile be Xbox Live Indie Games all over again?
-July 27, 2012 5:00 AM

Q&A: Martin Stig Andersen on Limbo's Soundtrack
-July 26, 2012 1:00 PM

HFB Q&A: A Brief History of SideTracks' PixelJunk Soundtrack
-July 23, 2012 12:30 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Games Like Spelunky That Do Not Require An Xbox 360
-July 4, 2012 11:00 AM

A Developer Love Letter to Spelunky
-July 4, 2012 10:00 AM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 PM

PlayStation Network Indie Devs Divided on Software Pricing
-June 28, 2012 1:00 AM

Mobile Features

Five PR tips indies really need
-July 16, 2013 10:50 AM

Indie Games Summit at GDC Europe debuts line-up, adds Gamescom perk
-July 10, 2013 11:40 AM

What indie game festivals do for the big publishers
-June 25, 2013 3:30 AM

GDC Europe's Indie Summit adds Ridiculous Fishing, Badland postmortems
-June 20, 2013 1:49 PM

Video: Over 20 amazing demos at GDC 2013's Experimental Gameplay Workshop
-May 21, 2013 5:50 PM

AudioBrush aims to cure iOS music games of their offbeat afflictions
-May 14, 2013 8:56 PM

Aliceffekt Interview: Hiversaires' World Without Words
-May 14, 2013 2:45 AM

Video: 'Hothead developers' rant at GDC 2013
-May 7, 2013 6:07 PM

A MAZE. Indie Connect - German Indie Festival - 2nd Encounter
-May 3, 2013 2:10 AM

Four perspectives on personal games
-April 30, 2013 10:40 PM

November's GDC Next open for talk submissions
-April 29, 2013 3:07 PM

Vlambeer's games popular among players, cloners alike
-April 23, 2013 12:01 AM

How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
-April 18, 2013 12:07 AM

Postmortem: Game Oven's intimate finger twisting Fingle
-April 14, 2013 10:06 AM

Play folk games on the fly with Tiny Games app
-April 3, 2013 11:05 PM

GDC/PAX East Catch-up Part 2: Home, Kentucky Route Zero devs' next plans
-April 2, 2013 2:00 PM

The five reasons freemium sucks (according to QWOP's developer)
-March 30, 2013 1:36 PM

IGF 2013 winners led by Cart Life and FTL: Faster Than Light
-March 27, 2013 10:35 PM

Your indie guide to IGF 2013: a GDC primer
-March 21, 2013 6:23 PM

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Team Meat's Refenes: Apathy and refunds are more dangerous than piracy
-March 20, 2013 11:50 AM

Roundtable: The Interactive Fiction Renaissance
-March 16, 2013 8:00 PM

Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
-March 11, 2013 6:42 PM

Why they're playing: Year Walk
-March 6, 2013 11:58 PM

Vlambeer, Kert Gartner on making a six-second Vine trailer for Ridiculous Fishing
-March 6, 2013 3:43 PM

A history - and call - for German indie developers
-March 6, 2013 3:00 AM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Indie game development on the rise in a big way
-March 4, 2013 3:00 AM

GDC Play 2013 'Best in Play' game winners announced
-March 3, 2013 4:00 PM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

IGF 2013 Audience Award Opens Voting
-February 19, 2013 1:07 PM

BitSummit initiative to help connect Japanese indies to the world
-February 19, 2013 3:00 AM

Shade, and the future of interactive fiction on the App Store
-February 13, 2013 2:15 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

'Road to the IGF' Pt.1: the stories behind this year's top indie games
-February 8, 2013 10:00 AM

Road to the IGF: Henry Smith's Spaceteam
-February 7, 2013 1:30 PM

Bastion's argument for doing away with cross-platform development
-February 7, 2013 1:00 AM

Video: How to function as a depressed, solo game developer
-February 5, 2013 11:00 AM

Road to the IGF: Simogo's Year Walk
-February 1, 2013 10:30 AM

Road to the IGF: Lucky Frame's Bad Hotel
-January 27, 2013 4:00 PM

Why they're playing: Hundreds
-January 26, 2013 6:00 PM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
-January 17, 2013 3:00 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

10 Indie Games Scene Shakers in 2012
-January 10, 2013 4:00 PM

GDC 2013 adds Capy, Shellrazer, Yamove! Summit talks
-January 10, 2013 1:30 PM

Betting on style with Saltsman and Wohlwend's Hundreds
-January 6, 2013 7:00 PM

Top Indie Games of 2012: Dev Redux Part 2
-December 31, 2012 2:00 PM

What AAA can learn from indies -- according to indies
-December 30, 2012 12:00 PM

Indies met challenges, learned lessons in 2012
-December 28, 2012 5:00 PM

Top Indie Games of 2012: Dev Redux Part 1
-December 25, 2012 12:00 PM

Unique Showcase Space for Smaller Devs at GDC 2013 via GDC Play
-December 19, 2012 5:00 PM

Top 10 Indie Games Of 2012 (+2!)
-December 18, 2012 6:00 PM

The Avant-Game - brain food for the hardcore weirdos
-December 14, 2012 3:00 AM

Personal Struggles Inspire Personal Games
-December 6, 2012 3:00 AM

The 9 Common Mistakes Every Indie Game Studio Should Avoid
-November 23, 2012 4:00 PM

How competition deadlines whipped FTL into shape
-November 21, 2012 4:01 AM

PlayStation Mobile opens the floodgates for all game developers
-November 20, 2012 9:00 PM

F*ck This Jam Gets Personal: Devs Parody Curiosity, Facebook, and YouTube
-November 16, 2012 12:00 PM

The unique challenges of building a game world out of cardboard
-November 16, 2012 1:00 AM

Molyneux to indies: Don't be afraid to experiment
-November 15, 2012 1:00 AM

Even Canabalt's Creator Can't Explain its Success
-November 7, 2012 1:00 AM

The Secret to Spider's Success: New Forms of Collaboration
-November 3, 2012 2:00 AM

Terry Cavanagh and the Heart of Super Hexagon
-October 30, 2012 3:00 AM

A New Record for IGF Submissions at Nearly 600 Games
-October 23, 2012 8:00 PM

Video: Is Your Game 'Juicy' Enough?
-October 17, 2012 8:00 PM

One Week to Go for 2013 IGF's Main Competition Entries
-October 11, 2012 1:00 AM

Gree Launches New Program to Support, Promote Indie Devs
-October 9, 2012 1:00 AM

The Benefits of Making Your Players Suffer (and Maybe Throw Up)
-October 8, 2012 8:00 PM

Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'
-October 6, 2012 2:00 PM

GDC 2013 Indie Games Summit Call for Submissions
-September 29, 2012 12:00 AM

10 Indie Games to Sing Along with
-September 21, 2012 2:00 PM

Why Indie Games Make Meaningful Spectator Sports
-September 20, 2012 3:00 AM

Rewarding Kickstarter Donors with Copies of Your Game Is Vital
-September 3, 2012 10:00 PM

Ask IndieGames: Are indie developers censoring themselves?
-September 2, 2012 10:00 AM

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

Don't Let Popular Opinion Get in the Way of Your Vision
-August 15, 2012 3:30 AM

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
-August 10, 2012 2:00 PM

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 AM

The Day After #ScreenshotSaturday 5
-July 29, 2012 9:30 PM

The Day After #ScreenshotSaturday 3
-July 15, 2012 10:00 PM

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Take this survey on the motivations of Kickstarter contributors
-July 6, 2012 5:00 PM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 PM

Feature: 10 iOS Adventure Games You Must Play
-June 28, 2012 7:30 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

Letter From The Chairman: Welcome back (soon!) for IGF 2013
-June 19, 2012 12:00 PM

Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen
-June 10, 2012 8:00 AM

Andy Moore on His One-hour Breadth Jam: Jam O'Clock
-June 1, 2012 2:00 PM

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Interview: Hard Lines Dev Pumps His FIST OF AWESOME
-May 17, 2012 2:00 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision
-March 1, 2012 5:00 PM

Road to the IGF: Powerhead's Async Corp.
-February 26, 2012 5:07 PM

Road to the IGF: Game Oven's Fingle
-February 25, 2012 4:43 AM

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