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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

Bastion Q&A: Creating a Narrator's Voice

November 26, 2011 6:15 PM | jeriaska

Actor Logan Cunningham voices Rucks, the narrator of Supergiant Games' Bastion. Creating the character in collaboration with sound director Darren Korb and studio director Amir Rao added new dimensions to a long-standing friendship. The three first met on their neighborhood soccer field and in high school, growing up in San Jose.

The Supergiant sound team is in the running for three VGA awards, with votes currently being accepted on the Spike website. In this interview we hear about the creation of the voice of Rucks from the actor and sound director.


Logan Cunningham at the E3 Expo in Los Angeles

What was it that led you to pursue a career in acting?

Logan Cunningham: When I was in high school I had done some acting with Darren, but I didn't train as an actor while in college. I studied basically everything else. When it came time to graduate Fordham University at Lincoln Center as a journalism and communications student, also studying a lot of English, film and visual arts, I realized that everything I had been studying was leading me back to acting and the theater.

Acting was very difficult, and I liked that. In my life, acting and writing are the two things that I've done that have been the hardest and the most fun. I've been out of college for five years, and have spent a lot of time thinking about being an actor. While I don't go on a ton of auditions, I do whatever comes my way. That was, ironically, how Bastion happened.

Indie Black Friday Deals (Updates All Weekend)

November 24, 2011 5:17 PM | John Polson

Black Friday is the day after tomorrow, when a lot of humans are really at their prime, waiting in line for hours or days to grab some crazy sales and deploying an any-means-necessary approach to get little Billy his toy train (like the above video). Stores have extended sales to the following Monday, dubbed Cyber Monday, and some have made Black Friday a week-long affair. Fortunately, the downloadable market allows gamers who don't need a tangible copy a safer and quicker way to purchase games this holiday massacre season.

Starting off in terms of volume, Steam's epic Autumn Sale has kicked off. Deep daily discounts are active right now, and 280 indie items are on sale through November 27.

PSN users also have a handful of titles on sale, including Limbo and Might & Magic Clash of Heroes. Those in the giving mood can buy direct from Paradox Interactive, with most of their library at 60% off or more. Their titles are also on Steam, Gamersgate and Amazon. Team Meat has blogged about its long-overdue Super Meat Boy sale on XBLA, now only 400 MS points.

While not Black Friday specific, Humble Bundle currently has Introversion's lineup for whatever people want to pay, and Indie Royale is offering pre-orders to help people avoid a similar Black Friday-esque event happening online when the Really Big Bundle drops.

I'd like to make this a community effort, so if you know of any other deals online, share the love and leave them in the comments below!

ibb and obb, duet devs: Things that "Can't be Copied" Part 2

November 21, 2011 11:00 PM | John Polson

duet ibb obb 2.jpg

Developers Richard Boeser of PSN-bound ibb and obb (pictured left) and Matthew VanDevander of Duet continue their conversation about their seemingly similar 2D cooperative platformers, both entered into the 2012 IGF main competition.

In the first part of this group interview, the developers shared their reactions surrounding when they found each other's games and how they feel their games are different from each other. In this second part, the developers explore their own inspirations and ask each other about finding time, funding, and satisfying the player versus the designer.

What was captured in this half felt wonderfully raw, in that allowing the developers to ask each other questions turned into a natural flowing dialogue. For those who missed the first part of the interview, I have embedded footage of the games after the jump.

ibb and obb, Duet Devs: Things that "Can't be Copied" Part 1

November 17, 2011 11:00 PM | John Polson

ibbobb and duet.png

[Richard Boeser of PSN-bound ibb and obb (left) and Matthew VanDevander of Duet have come together for a two-part interview to chat about their 2D cooperative puzzle-platformer IGF 2012 entries. In this segment, they share that raw moment when they first saw each other's similar titles, how they handled the anxious situation, and how they feel their games retain their identities.]

The 2D platformer is one of the oldest and most cherished genres in gaming. It has also become one of the most saturated. With important indie competitions offering lucrative purses and clout to its winners, the amount of 2D platformer entries and those of other popular genres are only increasing. The exposure to so many games may lead to one entry's novel mechanics seeming to be derivative or even copied when compared to another's.

On first glance, the above stars of IGF 2012 entries ibb and obb (left) from Sparpweed and Duet from Low Tide Productions look kind of similar. What's more, they both are featured in cooperative 2D puzzle-platformers. In the prototype video of Duet that follows, the characters' color similarity seems more striking, even if coincidental.

Then again, maybe their similarities were not the product of coincidence but of subconsciousness. Consider the colors of two of the most iconic (non-indie, I know) platforming characters, Mario and Luigi: red and green. And further consider that these two similar looking characters became distinguished by height and by functionality. It almost makes sense that these two games at their various developmental stages look similar, while paying homage to part of almost every dev's platformer inspirations.

From Artist to Superimposing Game Designer: Chris Makris on Fader

November 16, 2011 2:23 AM | John Polson

fader1.jpg

Chris Makris has taken the big leap and submitted his work for the IGF. Unlike most, though, game design has not always been the direct recipient of his creativity.

Makris has been an artist foremost, working at Powerhead Games for several Nintendo DS and phone projects such as Async Corp and IGF Best Mobile Game Design winner Glow Artisan. What makes his entry, puzzle platformer Fader, stick out to me are those wow moments when the images shift in and out of being superimposed and how the shifting boundaries lend themselves to the gameplay.

When critics often speak of a game's mechanics and its graphics, the two topics are traditionally treated at best as complementary. What is happening in Chris Makris' above-pictured Fader feels important because it seems to speak about how else these two components can be viewed and treated. As revealed in this interview, Makris is exploring in his puzzle platformer that interesting things can happen when the two are actually entwined.

GDC China: Canabalt's Saltsman On Why PC, Mac Rules For Indies

November 13, 2011 2:58 PM | Cassandra Khaw

saltsman.jpg Talking at GDC China 2011's Indie Games Summit, Canabalt and Flixel creator Adam Saltsman took attendees through an in-depth tour of opportunities for independent game developers.

In particular, he highlighted PC and Mac development as, in his view, "the most indie-friendly platforms currently available", praising the platforms' openness and multiple revenue stream opportunities.

Of course, Saltsman noted at his lecture in Shanghai, Steam is an extremely dominant player in this space. In fact, he put up a joke photo 'elephant in the room' slide to discuss the service.

But Valve's download service wouldn't work if it wasn't so popular, and Saltsman recommended them since they aren't shy about promoting indies on the service.

He also highlighted that above all, Steam works because of "the fact that they have a huge audience", even if "there's still a gatekeeper" out there to get your game onto the service.

Interestingly, Saltsman suggested that a number of prominent indies are now seeing Steam/overall PC sales total more than 50% of their total revenue, even if they "also have their game on [other platforms like] Xbox Live Arcade."

If you add to that the ability to join bundles like Humble Bundle or Indie Royale, plus the possibilities of selling alpha versions of your game or even direct downloads of the finished project, the avenues of game distribution on PC and Mac are wide and long.

Concluding his section on PC and Mac game creation, Saltsman highlighted why it works: "You don't need a dev kit, you don't need a publisher... you don't need any special contracts, there's a massive audience of players that support niche titles... and the way that PC and Mac games are sold is innovating in a really positive way right now."

The Canabalt creator finished up the rest of his talk by running through other major opportunities in the mobile, social, and console download spaces. But another fascinating area of the lecture had Saltsman illuminating his relatively zen philosophy for making games.

In particular, he noted: "I would prefer to give away all my games for free so everyone could enjoy them. But selling the game that you're working on is a really convenient way to get money to make your next game."

The laconic Austin, TX-based indie also suggested that if you're pushing to make games purely for commercial reasons, you may be barking up the wrong tree, concluding: "There are much more reliable ways to get rich than making video games."

[This entry was originally posted on Gamasutra and was written by Simon Carless]

High Frequency Q&A: Rethinking Remixes on PixelJunk SideScroller

November 10, 2011 11:00 PM | jeriaska

UK hip-hop duo Alex Paterson and Dom Beken of High Frequency Bandwidth received a BAFTA award nomination for their music for PixelJunk Shooter. Their latest game score, for Q-Games' PixelJunk SideScroller, has been entered in the coming Independent Games Festival competition, taking place during the 2012 Game Developers Conference. We caught up with HFB to hear their thoughts on sound design for the PSN exclusive for PlayStation 3.

Sidescroller Music Advert by Dom Beken

When PixelJunk SideScroller was first announced, Q-Games described the soundtrack as remixes of music from your PixelJunk Shooter scores. How did this concept for the soundtrack first emerge?

Dom Beken: I'm trying to suppress the desire to scream in agony at the mention the word "remix." Dylan Cuthbert from Q-Games came to us and said that they loved the music from Shooter and wanted to do a new game that was an extension of the bonus area from Shooter 2, with remixes of tracks from Shooter 1 & 2. I think his idea was that this would be an easy process for us, taking the tracks we did before and just sticking a new beat on them, right? That happens not to be the way we, or any artist I think, prefers to work.

HFB137bw_tn.jpg
Alex Paterson and Dom Beken of High Frequency Bandwidth

Interview: Alec Holowka On Unity Tutorials, Alone In Dreams, And Isolation

November 8, 2011 1:00 PM | John Polson

IGF 2012 entry Alone in Dreams (once called "Alone") by Frederico Machuca and Alec Holowka has generated interest for its playful graphics, ambitious mixing of genres and for the developer's desire to use it as an example to teach Unity.

Interested in learning Unity myself, I spoke with Holowka about his project and his pedagogical plans. Holowka hopes to finish Alone in Dreams in 6-10 months. He's not sure exactly where they'll be releasing it, but it will run on PC and Mac.

He feels that Unity is the best tool so far for the job and for getting into game development. "It's really easy to jump in and start making little physics simulations and really basic behaviors."

He says that some basic programming knowledge is needed, but many professionals such as artists can collaborate with programmers easily with Unity. "Since any script in Unity is automatically accessible as a GUI panel, it makes it really easy for artists to immediately tweak stuff that a programmer has set up."

Interview: Chevy Ray Johnston On Hollow's Deep, Adjusting To Large Projects

November 7, 2011 12:00 PM | John Polson

hollows deep teaser.png
Chevy Ray Johnston has pulled back the curtain on his latest project, a 2D side-scroller called Hollow's Deep. Johnston shares with IndieGames the finer details not shared in his recent blog post that unveiled the game.

He says that players primarily (but not exclusively) use Ruinn, the woman depicted in the artwork after the jump. Hollow's Deep plays like a platformer, he tells IndieGames, "so imagine Limbo, Shank, Braid, those sorts of games, where the player runs across the environment. She's very agile, and the game is meant to be very immersive, so she can run, jump, grab ledges and pull herself up, dive into an evasive roll, and when danger is near, a sword at her belt she can fend off adversaries with."

Blip Tokyo: the 8-bit Apps of m7kenji

October 21, 2011 11:00 PM | jeriaska

m7kenjipark_tn.jpg
m7kenji with his NuVJ gear at a playground in Koenji

This weekend, game creator m7kenji will reunite with world famous chip musicians for this year's Blip Festival Tokyo event, where he will be projecting sprite art visuals during live sets as a VJ. It will be the third time Kenji has joined Blip, having played the New York chiptune gathering earlier this year.

As the artist has thrown himself into the scene, he has come away with techniques for channeling its vibrant low-fi aesthetic into his apps for smart phones. His free iOS game, called Ringo, attracted an enthusiastic niche audience for its sweetness and simplicity. Unburdened by enemies or obstacles, the player explores a harmless 8-bit space by tapping on the touchscreen, collecting fallen apples.

His latest release, for iOS and Android devices, is an interactive concert program for the imminent Blip party at Koenji High. Free to download, it's the killer app for those lucky enough to be in the area to grab tickets at the door.

blip-tokyo-banner_tn.jpg

Desktop Features

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Mayhem Triple: An indie's own personal Duke Nukem Forever
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How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
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Browser Pick: obliterate humanity, dolphins with a fist of Uranus in Planet Punch
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GDC/PAX East Catch-up Part 2: Home, Kentucky Route Zero devs' next plans
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The five reasons freemium sucks (according to QWOP's developer)
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Dwarf Fortress: A game that will live forever?
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The intimacy of sound: Robin Arnott's mysterious SoundSelf
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Have you considered porting your game to MS-DOS?
-March 20, 2013 12:00 AM

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-March 13, 2013 2:01 PM

Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
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Q&A: Brainwave game hints at future of biometric gameplay
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Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

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GDC Play 2013 'Best in Play' game winners announced
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A free Twine game about the homeless of Denver, Colorado's Cherry Creek
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-February 27, 2013 3:00 AM

The Button Affair is a stylish semi-autorunner and fundraiser for disabled gamers
-February 26, 2013 9:00 PM

Sean Barrett didn't enjoy Corrypt's twist, makes a free Brough-like anyway
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Art Game: Make art with games in a game about art
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RIOT interview: ethnicity not a focus as it disconnects us, says developer
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Bastion's argument for doing away with cross-platform development
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Terrorist or tourist? You decide in Lucas Pope's Papers, Please free demo
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Bathe in the gore that is 2BAM's CJR demo
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Console Features

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The journey to create Journey -- the quest for emotion
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Video: How to function as a depressed, solo game developer
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How Did Indie Studio Broken Rules Get Chummy with Nintendo?
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PlayStation Mobile opens the floodgates for all game developers
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Molyneux to indies: Don't be afraid to experiment
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Pid's dilemma - how do you make a 2D platformer that stands out?
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Even Canabalt's Creator Can't Explain its Success
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Dust: An Elysian Tail Dev Bit the Bullet, Cut a Third of the Game
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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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