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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

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.

IGF 2012 Audience Award Opens Voting

February 6, 2012 7:00 PM | John Polson

IGF2012.jpg[In this note to indie game fans, Independent Games Festival Chairman Brandon Boyer announces public voting to pick this year's IGF Audience Award from among all of the Main Competition finalist games for this year.]

It's time to have your say for the best Independent Games Festival game of 2012! We've just opened public voting for this year's Audience Award, with all members of the public and the indie game community eligible to vote.

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 will be open from now until Sunday, February 19th at midnight PST -- go check it out now and start making your way through the games!

Road to the IGF: Expressive Intelligence Studio's Prom Week

February 6, 2012 1:00 AM | John Polson

promweek gama.jpg[Continuing our Road to the IGF interview series with 2012's finalists, we speak to Expressive Intelligence Studio, the creators of Prom Week, about evolving the field of social simulators.]

Games like Facade are known for the ways they've quietly tried to push game narrative technology beyond what we've previously known, and Prom Week sees itself as a spiritual successor in the field of sophisticated social simulators.

With its own AI engine called Comme il Faut (French for, loosely, "as is proper"), UC Santa Cruz's Expressive Intelligence Studio has led Prom Week to a nomination in the IGF's Technical Excellence category.

Gamasutra spoke to Josh McCoy, Mike Treanor and Ben Samuel, three out of four of the game's developers, about the state of social simulation, the process of developing the tech and much more.

What background do you have making games?

Treanor: Our team comes from all over! As an AI researcher, Josh has previously created crazy-sophisticated RTS bots. Aaron is an interactive fiction author who has made pieces about the recent wars and has the distinction of having authored the largest interactive fiction ever. Ben has made games about lawn mowers, alligators with jet packs, and true love. And I've previously made games about Ayn Rand, marriage legislation and observing animal behavior.

What development tools did you use?

Samuel: Pretty much every element of the game is the product of Actionscript 3 code (and the FLEX framework), which we primarily developed in the excellent FlashDevelop IDE. Much of our art was created using Illustrator, Flash and Inkscape. Also, every line of dialogue that you see in the game--as well as all of the rules that determine character behavior--was written using a home built design tool.

Treanor: The design tool is a real piece of work... but it was invaluable in making Prom Week possible!

McCoy: SVN, SCRUM and software engineering idioms helped a lot.

How long has your team been working on the game?

Samuel: Josh, Mike, and I have been working on the game since its conception in Fall 2009. Aaron joined a year later in Fall 2010. But, I think deep down, we've been building up to this moment all our lives.

McCoy: The ideas for the AI system started forming in early 2009 by trying to apply lessons from sociology (with a focus on Goffman's work) to AI systems. Some results from this work was an abstract, experimental game based on the rules of stigma. As creating playable, authorable models of social interaction was my research focus, I had the extreme pleasure of forming the Prom Week development team.

Road to the IGF: Tom Francis' Gunpoint

February 5, 2012 1:00 AM | John Polson

gunpoint gama.jpg[As part of Gamasutra's Road to the IGF series, developer Tom Francis explains the concept behind Gunpoint and how his game journalist background has helped mold the game's shape.]

It's always interesting to watch games journalists forging a path into the world of game development. You have to wonder whether their knowledge of what makes games entertaining and enjoyable can give them an edge over your average developer.

Tom Francis is one such developer -- a British journalist who currently writes for PC Gamer magazine, and is developing one of the most talked-about upcoming indie titles of 2011.

Gunpoint is "a stealth puzzle game", in which players are invited to break into various buildings by rewiring anything and everything to trick the NPC characters who are guarding the valuables.

The game has now been nominated for the Excellence In Design award at this year's Independent Games Festival. As part of Gamasutra's Road to the IGF series, Francis explains the concept behind Gunpoint and how his journalist background has helped mold the game's shape.

What is your background in making games?

I don't have one! As a journalist and an asshole, I'd sometimes catch myself wasting review space with ideas for how to improve a game, which isn't that much use to the reader. So I'd cut that out, but wonder if I was right or just, as I say, an asshole.

The smartest designers I've interviewed are also the humblest, so guys like Robin Walker at Valve are the first to tell you that you don't know anything about an idea until players have tried it. So I decided to try it.

What development tools are you using to develop Gunpoint?

I didn't actually start making a game until I discovered my favourite platformer ever, Spelunky, was made in Game Maker, which I'd heard was noob-friendly. It is, and in less than a month I had a movement prototype I could send to testers.

That feedback loop has been going ever since, and the public interest in it has been enough that I've been able to bring on some collaborators: John Roberts and Fabian van Dommelen to handle the art, and Ryan Ike, Francisco Cerda and John Robert Matz doing the music. I believe they're using paint brushes and bongos respectively.

Road to the IGF: Key and Kanaga's Proteus

February 4, 2012 1:00 AM | John Polson

proteus.jpg[Continuing 2012's "Road to the IGF" interview series, Gamasutra speaks with the creators of Nuovo award nominee Proteus about their fascinating, music and exploration-driven game.]

There's something uniquely elegant about Proteus, a peaceful, open wildland that has its own primal beauty, despite -- or maybe even because of -- its pixel-chunky aesthetic.

The game, developed by UK-based Ed Key and David Kanaga, is a finalist in the Nuovo category, and also received honorable mentions in the Excellence in Audio as well as the Seumas McNally Grand Prize categories.

It's more than just a land to explore; its true charm reveals itself slowly and gently through reactive audio that, in the developers' words, "allows the player to explore the environment as music."

Kanaga and Key talk to Gamasutra about Proteus, and how their somewhat uncommon combination of backgrounds, goals and innovative way of viewing games helped create this uniquely mesmerizing game.

What background do you have making games?

Ed: When I was young I made BASIC games on the Spectrum and Amiga. I spent about 8 years in the game industry after graduating, working on things like Battalion Wars, but Proteus will be my first indie release.

David: Well, playspaces in general more than "game" games: writing pieces of music based on interactions-- response structures, etc. Forms for improvisation. Teaching. Throwing parties with strange moods.

What development tools did you use?

Ed: It's written in C# and uses Tao Framework, OpenGL, SDL and Lua for scripting. It's also using a big chunk of framework code written by my friend Alex May. I use various free paint programs and Sketchup for the occasional bit of 3D modeling.

David: All the music is done in Ableton.

How long has your team been working on the game?

Ed: I had to check back over old emails and was a bit surprised that it's been three and a half years since the early glimmers of the project. It only really kicked off in its current form when I got in touch with David about two years ago. It's been a very long fermentation process, which might show through in the game.

Interview: Fishing Cactus on the Shift to 3DS for Shifting World

February 3, 2012 3:00 PM | John Polson

Shifting World.jpgThe browser-based, puzzle platforming Shift series has garnered millions of plays over at Armor Games. The game's iterations shifted successfully onto iOS devices in 2009 and 2010 and later to PlayStation Network in 2011.

After many digital leaps, Fishing Cactus feels ready to take the Shift series to retail. Shifting World is set to release on April 24 in North America at $29.99, thanks to the help of indie-friendly Aksys Games, who've also published Gaijin Games' Bit.Trip Saga for 3DS.

In this interview, lead game designer Guillaume Bouckaert speaks about Shifting World's transition from 2D to 3D and its sizable expansion. Bouckaert discusses how much could be ported from Shift's previous iterations to the 3DS version. He also hints about adding eShop content, though that content may end up being sold through the recently announced Nintendo Network.

The world's been playing Shift for a few years now. How much different is Shifting World compared to its last iteration, Shift Extended (PSP)?

A lot! From a technical and graphical point of view, we went from a 2D game to a full 3D game (without touching the 2D platform gameplay). We also added many new mechanics to the original game, some linked to the "shifting" ability, which is at the core of the Shift series, as most players know, and some new ones, entirely different, that ups to the puzzling elements of the game.

The levels of the game were also hugely expanded. We went from small levels limited to the size of the screen to huge labyrinth-like mazes. There is now scrolling, and that's a big improvement.

We also took a creative approach to the story of the game. While the original was a story about an experimental lab putting test subjects through vicious tests, we went in another direction entirely with Shifting World. We ended up creating a series of characters that really add their charm to the game and will tell the players a totally different story!

Road to the IGF: Vlambeer's Ridiculous Fishing

February 3, 2012 1:00 AM | John Polson

ridiculousfishing.jpgTwo-person Dutch indie developer Vlambeer may be getting headlines lately for its surprise iOS hit Super Crate Box, but it's another game -- one about the the sacred art of fishing -- that landed the team a nomination for Best Mobile Game at this year's IGF.

The upcoming Ridiculous Fishing might not satisfy traditional fly fishers, but that's what makes it unique. The game's protagonist is more interested in destroying the lake's inhabitants than he is in reeling in the biggest catch.

Ahead of the IGF show in March, Vlambeer speaks to Gamasutra about the inspiration behind the game, the other IGF finalists, and finally reveals the protagonist's true inspiration for slaughtering wildlife.

What background do you have making games?

The two of us at Vlambeer are complete opposites. On one end, there's the business and programming guy, Rami - he does the programming and the marketing and the business. He's a guy that drinks Coca Cola and likes Mass Effect and Assassin's Creed. On the other half, you have Jan Willem, who is the game designer - he likes games like Nikujin, 0Space & Flywrench.

Rami started programming in QBASIC when he was six - the only way to play a game was by compiling GORILLAS.BAS - he messed around the code a bit and never stopped doing that. He moved on to help out with some project doing marketing & business aspects.

Jan Willem basically learnt everything he knows at thepoppenkast.com, a group of super talented and inspiring people who never finish anything. Most of his time was spent jamming games in only a few hours but he also did a few proper games, slowly making a name in the indie indie scene.

We met up at our school, hated each other's guts, slowly reached the common conclusion that school wasn't for us and started Vlambeer.

Road to the IGF: Mode 7 Games' Frozen Synapse

February 2, 2012 1:00 AM | John Polson

frozen-synapse.jpg[Kicking off the annual "Road to the IGF" series with IGF 2012 finalists, Gamasutra speaks with Mode 7 Games about Seumas McNally Grand Prize and Excellence in Design nominee Frozen Synapse.]

Mode 7 Games' tactical title Frozen Synapse is a four-year development dream finally come true. Its simultaneous turn-based design has earned critical acclaim, where players predict opponents' moves instead of merely reacting to them, all played out in randomly generated, top-down arenas.

Frozen Synapse matched its critical acclaim commercially, selling over 300,000 units and earning over $300,000 in sales from direct purchases, while avoiding the free-to-play business model.

With such success, Mode 7 is set for a bright 2012, with Frozen Synapse coming to iPad and extra content for Frozen Synapse itself. The team is even having some tech developed for a new game, which is currently in gameplay prototyping.

Here, Paul Taylor and Ian Hardingham talk about the design elements that didn't make the cut and those they feel earned their nominations, including the ideas behind their multiplayer modes and the simultaneous turn-based strategy that help give the game its edge.

How many people are at Frozen Synapse now? What talents and past experiences do they bring?

Paul: Mode 7 currently has four humans in the office. I'm responsible for Business Development, Marketing, Writing, Audio/Music and a whole host of other things. The first game I ever worked on was Determinance, Mode 7's first title. I've been writing and performing electronic music ever since I was 14.

Ian Hardingham is our Lead Designer and Lead Programmer, as well as the co-owner. He started the company straight out of university after doing some work experience at a big local developer. Robin Cox is our Level Designer and Tester... he plays games very extensively! James Hannett is a Programmer and Community Manager: this is his first games industry role and he seems to be enjoying it so far.

As well as the humans, we have Lead Dog Jasper whose main roles are creating gentle fragrant expulsions while sleeping and trying to bite publishers' trousers.

What development tools did you use and how long have you been working on the game?

Paul: We worked on the game for about four years. Everything we used was pretty standard: the game was based on the Torque Game Engine with a custom renderer. Ian used Visual Studio for programming and TortoiseCVS as a file repository.

I did all of the sound and music in Ableton Live.

We drink so much Pepsi that it probably now counts as a development tool.

Monaco Interview: A Tale of Two Andys

January 31, 2012 3:00 PM | John Polson

IMG_2271.JPGMost of the indie world knows of IGF host and PlayNerd model Andy Schatz, creator of Monaco. Much less known is Monaco's producer and level designer, Andy Nguyen. Nguyen introduces himself here very candidly as he shares the details of how he quickly proved himself as a rookie to become involved in such a highly anticipated title. The interview also reveals how flexible Schatz is, opening himself up to constructive criticism and help on the IGF winning project that he alone started over two years ago.

The story goes that Schatz was primarily looking for testers for Monaco, and Nguyen more than stepped up to the challenge. Nguyen actually asked for an internship opportunity to learn and provide help wherever possible.

With no skills to speak, with a finance degree instead of a computer science degree, one may wonder how he got Schatz's attention. Nguyen shares, "I spent 3 months writing a cover letter, and a 'game analysis' of Zuma Blitz, a Facebook game that had recently come out at the time. It had a lot of opportunities for me to talk about: scoring, mechanics, aesthetic, and Facebook as a platform."

Nguyen describes the callback from Schatz as very surreal. "Remember, at this time I had no idea who Andy Schatz was nor that Monaco was the IGF 2010 winner (although I knew of the IGF results from 2009 and prior)." Nguyen says he was nervous, but very excited, that he finally had the chance at the life he had always wanted.

"So when my chance began, Schatz simply had intentions of having me play the game once, and answer a few questions. It was a simple playtest and nothing more." For this, Nguyen used FRAPS to record his playtest, and then he went over the video and added his own commentary about what he observed. "It was VERY critical. I was definitely scared. I had no experience, no proof of any sort of credibility to my name, and yet I was making very harsh criticisms on his design choices."

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-July 10, 2013 11:40 AM

OUYA indie postmortem: 8,000 downloads and 46 sales for Bombball
-July 5, 2013 12:42 PM

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

'We knew we were kind of making a deal with the devil'
-June 21, 2013 1:14 AM

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

Video: Shipping Retro City Rampage on 17 SKUs at once
-June 16, 2013 6:15 PM

Mutant Mudds Deluxe, Toki Tori 2+, Teslagrad, Sentinel, and more release info
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Video: Over 20 amazing demos at GDC 2013's Experimental Gameplay Workshop
-May 21, 2013 5:50 PM

Sony tells us what's going on with the PlayStation Vita
-May 16, 2013 12:33 AM

As Vita languishes, why is Sony still gunning for indies?
-May 12, 2013 12:34 AM

La-Mulana's Takumi Naramura on the difficult life of a Japanese indie
-May 10, 2013 10:51 AM

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

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

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

Four perspectives on personal games
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November's GDC Next open for talk submissions
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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

CastleMiner Z dev's response to "The 8 keys to indie success"
-April 16, 2013 6:29 PM

Lessons from The Unfinished Swan's unique development journey
-April 2, 2013 8:00 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

What happened to PlayStation Mobile?
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Your indie guide to IGF 2013: a GDC primer
-March 21, 2013 6:23 PM

Indie Game Developer Quality-of-Life Survey Results
-March 21, 2013 12:55 PM

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

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

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

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

Retro City Rampage does better on PSN than Steam, XBLA; dev releases 8-bit ROM
-March 1, 2013 3:00 AM

Which indies are working on PS4 games, and why?
-February 25, 2013 2:59 AM

Happy Birthday, PlayStation Vita! Four-game giveaway to one lucky winner
-February 22, 2013 3:50 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 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

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

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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