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About The IGF

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

Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision

March 1, 2012 5:00 PM | jeriaska

tanioka_composertn.jpg

Our coverage of the Nubuwo Debut Bundle continues on the last day of the Kickstarter project.

Born in Hiroshima, musician Kumi Tanioka joined Square to write music for the Final Fantasy Crystal Chronicles series. Late last year, on 11/11/11, she performed on stage at the Vana♪Con orchestral concert, featuring her compositions from Final Fantasy XI. She played solo piano and also accompanied the Tokyo Philharmonic Orchestra.

Having gone freelance, Tanioka has founded her own company, named Riquisimo, and scored three independently developed interactive storybooks. Published by DICO, Snow White, The Ugly Duckling and Hansel and Gretel contain multiple translations of all text and narration, making them a cutting edge language tool for the young.

We had the chance to catch up with the musician to hear what draws one of Japan's leading game composers to the indie scene.

Road to the IGF: Team M.I.A.'s The Snowfield

March 1, 2012 3:00 PM | John Polson

snowfield.jpgMatthew Weise asserts that IGF Student Showcase finalist The Snowfield fills a niche that virtually no war games deal with: the aftermath of battle, the despair of loss, and the inevitability of death. The Singapore-MIT Gambit Game Lab team's title seems to paint a bleak picture, as players assume the role of a lone soldier wandering war-torn territory in the dead of winter.

Yet, Weise insists that The Snowfield provides, in part, a feel-good gaming experience, where players help Germans instead of shoot them. Though players may begin their journey feeling they are alone, they will come to find out that they are not.

Weise, who carried out most of the publisher duties as product owner, discusses here his team's playable online game experiment. Weise also delves into the results of their experiment of inverting the design-QA relationship in the hopes of creating an improvisational, simulation-based narrative world.

Could you tell me about the team who worked on the game? Any notable previous game projects?

The Snowfield was created by a team of 10 students -- some from Singapore, some from the U.S. -- over the course of eight weeks. The team came together only for those eight weeks to make the game and had not worked together as a team before. Teng Chek Lim, the designer, was previously a coder on the Windows version of [IGF Grand Prize Finalist] CarneyVale: Showtime. Naomi Hinchen, one of the programmers, also worked on Poikilia, an earlier GAMBIT project. But basically Team M.I.A. (as the name implies) existed only to create The Snowfield.

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

The Snowfield was made in Unity over eight weeks in the summer of 2011; that's from initial concept to final polish and release. The first two weeks were mostly brainstorming and non-digital prototyping, so in terms of actual development on computers it was really closer to a six week project.

Q&A: Jessica Curry's Dear Esther Soundtrack

February 29, 2012 7:00 PM | jeriaska

dear-esther-200.jpgA running theme of composer Jessica Curry's visual media projects is the experience of a hidden story being uncovered. One such hidden story is the self-contradictory narrative of Dear Esther.

Writer Dan Pinchbeck of Thechineseroom and artist Robert Briscoe have described the game's plotline as intentionally mysterious. Clues point you in conflicting directions while you search to uncover the secrets of your bleak surroundings.

The game's score is currently nominated for a 2012 Independent Games Festival award in the category of excellence in audio. We caught up with the composer to hear about her background in literature and music composition, both of which have added nuance and intention to the design of Dear Esther.

What led to the idea of remaking Dear Esther?

Composer Jessica Curry: It was an opportunity to make it the kind of game we always wanted it to be, but previously didn't have the time or the budget. It's not often that you get the opportunity to redo something that you had worked on. The sound was there, and the feel was there. It was just a matter of working with these amazing musicians to get that tonal quality that had always been in my head, but couldn't afford to create.

I've been asked why I didn't write new tracks. It was something that Dan and I had a really long talk about. We felt that the reaction to the music had been so strong, that people wanted the music to sound similar but better. Writing something new would have felt very jarring, I think. Getting the opportunity to have a proper budget to record with wonderful musicians was just so exciting.

Q&A: Sound in Thatgamecompany's Journey

February 28, 2012 7:00 PM | jeriaska

sidescroller-albumtn.jpgIn development since 2009, Journey by Thatgamecompany is due out the week of March 13.

In this interview, composer Austin Wintory and sound designer Steve Johnson join us to discuss the use of audio on the PlayStation 3-exclusive online game.

In what ways is Journey attempting to make interactions with other players a novel experience?

Sound Designer Steve Johnson: ThatGameCompany's vision with the multiplayer is out-of-the-ordinary. You start off alone, and then cross paths with other players as you walk to the mountain. Jenova's analogy is that if you've been hiking a trail by yourself, you're naturally a little more inclined to wave or say hello when you see someone walking towards you. They are more interesting in contrast to your own isolation and "smallness."

Composer Austin Wintory: If we've done our job right, only half of the enjoyment will be due to the novelty of encountering another player for the first time. It's not simply that you're playing with someone else, but that the experience is meaningful.

Even though you don't know who they are or where they are in the world, and you're not looking up their profile on PSN or hearing them over voice chat, it's a meaningful connection. There have been playtests where we have asked people what they thought of the other player. The range of responses is really fascinating. When you remove dialog, PSN handles or an image of someone's face on a webcam, you're judging purely by the "body language" of their actions within the game.

Hanging in Limbo

February 28, 2012 5:01 AM | John Polson

limbo.jpg

Playdead was a studio that was founded organically, says CEO Dino Patti. His original goal was just to help Arnt Jensen, his co-founder and the game director of Limbo, get his creative vision into the wild. The game studio just grew from nothing, as the vision expanded.

What's important to Patti is shepherding Jensen's creative vision. What's important to Jensen is creating a game filled with ambiguity -- one that people can enjoy artistically and also discuss and interpret in their own way. And he isn't happy when they get to close to the truth, he says.

As the studio moves forward with its second project, having thrown off the shackles of the investors who originally put up the funds to develop Limbo, Gamasutra traveled to Copenhagen to visit the studio and talk to Jensen and Patti about how Limbo was developed, what lessons learned during that process will inform the company's next project, and what we can expect from its next title.

You have that expectation now built in. It's kind of like you want to avoid the sophomore slump, right?

Arnt Jensen: Yeah.

Like, bands releasing their second album. When their first album hits so hard, everyone starts to have really high expectations for the second album. It's kind of like that with you guys.

Dino Patti: Our thing is because it's a while yet... We want to talk about it when we're satisfied.

AJ: Yeah. we have to be proud about it. That's a long way. It'll take a long time.

You're still developing the concepts?

AJ: Yeah. We're working in kind of a special way, because we haven't planned what it's going to be like, so it's more like working with some themes, and then do a lot of prototyping on those themes, and then we put it all together. There's no design document or anything...

Did you have a similar process with Limbo?

AJ: Yes, it was exactly the same. It never ended. We put in new stuff two months before we finished it [laughs]. We never ended it -- just came up with ideas and moved it around all the way through. If we came up with something better than we had, than we just changed it. So, it was very important to have it flexible all the way.

DP: And it was deliberately kept open until very, very late to be able to move things around.

AJ: Yeah. [laughs] Our producer... We were pretty anxious at the end.

DP: He was anxious. [both laugh]

AJ: We came every day with a new idea. It was just becoming too late at the end.

Road to the IGF: Mario Castaneda's and Ty Taylor's The Bridge

February 28, 2012 3:00 AM | John Polson

thebridge IGF.jpg[Continuing our Road to the IGF interviews, Gamasutra chats with Ty Taylor about his Student Showcase finalist, The Bridge, a 2D puzzle platformer set in an Escherian world.]

"The world is much larger when every wall is a floor..." beings The Bridge's trailer. The thoughtful, M. C. Escher-inspired 2D puzzle platformer makes a poignant first impression and has been turning judges' heads since it entered competitions in 2011. It has received an honorable mention for innovation in Microsoft's Dream.Build.Play Competition and was an Indiecade finalist and nominee for best visuals. The Bridge also has begun 2012 strongly as both an Indie Game Challenge and IGF Student Showcase finalist.

Part of the puzzle platformer's appeal is in its peculiarities; it has done away with the oft-used jumping mechanic to emphasize its puzzles. The developers also highly regard The Bridge's design with the claim that it brings into question the boundaries of reality.

The Bridge's designer and programmer, Ty Taylor, was happy to participate in the following interview about his and Mario Castaneda's student project turned professional indie game.

What served as inspiration for The Bridge?

Overall, the works of the artist M. C. Escher served as a primary inspiration, as both the gameplay and art style are intended to immerse the player into an Escherian world. In terms of other games, Braid was an influence on the more subtle design concepts.

Siddhartha Barnhoorn Q&A: Antichamber Suite

February 27, 2012 12:30 AM | jeriaska

sidescroller-albumtn.jpgIn a Gamasutra interview with game designer Alexander Bruce and sound designer Robin Arnott, the soundtrack to Antichamber was described as "ambient and gentle."

As with the sound effects, which include recordings of bird song and running water, the atmospheric music score for the mind-bending puzzler is intended to calm the listener.

Siddhartha Barnhoorn has previewed the score in a twelve-minute "Antichamber Suite" posted to Bandcamp. We caught up with the musician to hear about his approach to the 2012 IGF Awards finalist in the category of technical excellence.

Navigating the interiors of Antichamber requires problem solving and rethinking how you normally interact with three-dimensional spaces. Would it have been too overt a choice to write music that was spooky or bizarre?

Siddhartha Barnhoorn : It was important that the score not be in your face, grabbing your attention, but that it be intertwined with your getting into the game. I had composed ambient music before for my solo album "Pillars of Light, and listening to it Alex thought something like this would be interesting for Antichamber. I started composing ambient tracks specially for the game and it sounded very relaxing while playing.


Road to the IGF: Powerhead's Async Corp.

February 26, 2012 5:07 PM | John Polson

sync IGG.jpgThe last time Powerhead Games was up for an Independent Games Festival award, the New York City-based developer won IGF Mobile's Best Mobile Game Design category for its unique DSiWare puzzler Glow Artisan (now available on iOS/WP7).

It's up for IGF's Best Mobile Game award this year for another puzzler: Async Corp., a saccharine title featuring a catchy single-song chiptune soundtrack by FearofDark, and a simple but addictive puzzle gimmick.

As new employees of Async Corporation's packet handling facilities, players are tasked with sorting through blocks on two separate grids, swapping pieces from one side to the other to create bigger squares, or Packets.

Players earn promotions as they fulfill Packet quotas in Async Corporation's various modes, unlocking themes and receiving emails from their unseen overlords in management.

We talked with several current and former Powerhead developers -- designer Matt LoPresti, artist Chris Makris, programmer Randall Li, and CEO and creative director Jason Schreiber -- about the metagame behind Async, its musical inspiration, and how the studio is coming back this year after major layoffs in 2011.

What development tools did you use for Async?

Jason Schreiber: We used the native SDK and tools offered by Apple. Namely the UIKit framework, as well as interface builder. We used Corel Image to tint the various themes. Also Photoshop.

How long had your team been working on the game?

JS: In terms of actual iOS production, the game was completed in about four or so months, but Matt LoPresti and another programmer, Ed Pereira (Hi Ed!), had been prototyping an early version of Async on-and-off for more than a year before that, with each session lasting only a few weeks.

The overall design was something Matt had been working on for several years with other PHG'ers whenever he had the free time. Internally we spent a lot of time working on what would be the follow-up to Glow Artisan.

Road to the IGF: Game Oven's Fingle

February 25, 2012 4:43 AM | John Polson

fingle IGF.jpgNominated for the Independent Games Festival's Nuovo Award for innovative and often offbeat titles this year, Fingle is a two-player cooperative iPad game that explores "the thrills of touching each others' hands."

In the game, players drag blocks on the tablet's multitouch screen with their fingers to solve puzzles. Fingle's stages are set up in a way that it's impossible for players to avoid contact, and their fingers are often pushed against each other and into awkward, sometimes suggestive positions.

The intimate iPad title was the first release out of Game Oven, yet another Dutch developer that's popped up recently and made a name for itself with a quirky release, following in footsteps of other studios like Vlambeer (Super Crate Box) and Ronimo Games (Swords & Soldiers).

We talked with the Game Oven's Adriaan de Jongh and Bojan Endrovski about how it came up with the concept for Fingle, their thoughts on the iPad as a co-op gaming device, and the Netherlands' thriving indie scene.

What background do you have making games?

Bojan worked on army simulators and Prison Break: The Conspiracy at Zoofly, a game studio in Slovenia. Adriaan designed some levels for Gatling Gears by Amsterdam-based Vanguard.

The first time we worked together was at the HKU (Utrecht School of the Arts), where we worked on a student game for a big multi-touch table with a couple of fellow students.

Before that, Adriaan co-created the rehabilitation game Vogels! (Birds!), which won a bunch of Dutch prizes, but we both still feel complete novices when it comes to experience in creating commercial titles.

Road to the IGF: State of Play's Lume

February 24, 2012 7:00 PM | John Polson

lume IGF.jpgLume is immediately visually unique, its colorful dioromas hand-crafted out of cardboard and paper, lit with doll house bulbs, and transformed into a 2D adventure game full of puzzles for you to solve.

The game's heroine, Lumi, is a young girl that seems assembled out of shapes cut from construction paper and glue. As players explore the world and admire its textured details, they'll help Lumi restore power to her granddad's home, and solve the mystery behind the blackout.

State of Play, a two-man operation comprising Luke Whittaker and Katherine Bidwell, released the point-and-click adventure title to Windows and Mac last May. The London-based indie developer earned an Excellence in Visual Arts nomination for Lume, and are release a port to iPhone, iPads, and iPod Touches this week.

Here we talked with Whittaker about how he came up with the game's aesthetic and concept, what those visuals communicate about State of Play's intentions, and the developer's plans for Lume's upcoming sequel.

What background do you have making games?

Luke Whittaker: I started back at university where I began using Flash, and my final project, a music creation game called A Break in the Road, which I released free on the web. I worked for a while making Flash games at a company in London, and then the success of A Break in the Road persuaded me to go freelance soon afterwards.

We set up State of Play in 2008 to create a space where we could make bigger, better work, and work with good people. We've been creating games ever since for the like of Mindcandy and Miniclip, and released the game Headspin: Storybook for iOS, which made it into Apple's Best of 2010.

We've also been mixing the games work with animation work for Oxfam and other charities. It's led quite naturally towards the creation of Lume, where all these skills came into play.

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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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