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IndieGames.com is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, Gamasutra.com and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Features

Q&A: Sampling Masters AYA and MEGA's Prismatic Solid Soundtrack

April 18, 2011 6:45 PM | jeriaska

Produced for Microsoft's Xbox Live Indie Games platform, six-stage rail shooter Prismatic Solid attracted attention upon its debut last year for its solid gameplay, low price and abstract, prismatic visual design.

A finalist in Microsoft's Dream-Build-Play competition, the title was developed by one-man team Heloli, run by seasoned game programmer YO1 KOMORI, based in Shinagawa, Japan.

What Prismatic Solid demonstrates is that establishing a career in the mainstream game industry does not necessarily overshadow the allure of indie development. Projects more modest in scope, like the auteur showcase Prismatic Solid, can offer designers greater creative freedom and a relaxed environment for artistic expression.

The music score to the Xbox Indie Game comes courtesy of Shinji Hosoe and Ayako Saso of SuperSweep. The two frequent collaborators are among the most experienced game composers working today and also perform live DJ sets as Sampling Masters AYA and MEGA. New to the industry back in the late '80s and early '90s, the musicians began their careers with Namco arcade games Dragon Spirit and Rolling Thunder 2.

Even today, the musicians' work reflects an independent spirit. The publication of the Prismatic Solid CD soundtrack album took place through their Sweep Record label and was sold by the Sampling Masters in person at the Comic Market hobbyist festival. Translation for our interview with the composers is by Yoshi Miyamoto, the interpreter on our previous GDC music chat.


Sampling Masters AYA and MEGA

Indie Devs In Love: Auriea Harvey and Michaël Samyn of Tale of Tales

April 18, 2011 9:00 AM | Cassandra Khaw

taleoftales1.jpg

Ideas often have a life of their own.

I first came up with this notion of writing about couples within the industry when I met up with Dave Gilbert and his wife in New York. After listening to the story of how they met, I decided I wanted to see if there were similar heart-warming tales out there. More importantly, I wanted to know how much of a factor a relationship could be in the development of a game.

Unsurprisingly, one of the first couples I turned to for an interview was Auriea Harvey and Michaël Samyn, the creative minds behind Tale of Tales. I asked them about how they met, about what it was like to learn of a similar love in video games, of development, of perspectives and the role their mutual affection might have played in their work. Now, initially, I had expected to write a one-piece about couples in love. After seeing their eloquent response, I think this might end up a monthly column sort of thing.

What follows after the cut is the answer, raw and unedited, that I received.

Interview: Cipher Prime on 'Pulse', iPad, Unity development and a Call for Indie Musicians

April 16, 2011 11:00 PM | Tim

[In this post-GDC happy-hour and email follow-up interview with John Polson, Cipher Prime's William Stallwood and Dain Saint discuss their first iPad game: 'Pulse'. The discussion includes moving onto Unity, interesting anti-tutorial integrations, a call for more indie bands for DLC, and lessons learned from their previous hits.]

Philadelphia, PA based Cipher Prime has built a solid reputations for itself with Fractal and the multi-award winning Auditorium. Gamers can explore Auditorium online free or purchase it for the iOS, PSP, or PlayStation Network. The team is building an iPad version of Fractal and re-releasing it on PC and MAC with a new Unity engine.

For Cipher's new music game, Pulse, the team fearlessly stepped out of its platform comfort zone to actualize Pulse's multi-touch gameplay concepts on the large iPad. Pulse is also the team's first game built on the Unity engine. The duo has teamed up with Kerry Gilbert, who's become the level designer and composer of about half the music of Pulse. Despite all these firsts, the team demos and describes a near-polished product that is destined to stimulate the senses of sight, sound, and touch.

Pulse's core gameplay involves touching notes, represented by white dots, when an expanding pulse lines up with them. Each pulse represents a measure in the music. Each song's time signature determines the amount of rings in the stage. The notes will not always rest on the rings, as Cipher Prime stated they will include eighth and sixteenth notes and more.

GDC 2011 Reveals Full Game Career Seminar Lineup

February 4, 2011 7:56 PM | Simon Carless

GDC 2011 organizers have revealed the complete Game Career Seminar lineup, spanning Schell Games' Jesse Schell, Epic's Cliff Bleszinski and notable Xbox Live Indie Games creators at the one-day student event this March.

This special one-day program -- taking place on Friday, March 4 during Game Developers Conference 2011 at the Moscone Center in San Francisco -- offers a series of talks and presentations to help students and prospective developers make their way into the industry.

Attendees, who are eligible for special reduced-price passes if they are students, will get the opportunity to view lectures, network with industry professionals, meet with HR representatives from a number of leading game companies and gain insight from industry experts.

A number of talks are featured on the Seminar's homepage and the Game Career Seminar section of GDC's Schedule Builder. Highlights include the following:

- In 'From Student to Start Up: Case Studies,' Schell Games' Jesse Schell provides an in-depth look at student projects that successfully made a name for themselves in the industry.

From Portal to Fl0w, Schell will provide examples of how to best make the transition from school to professional development, as well as note some examples of how the process can go awry.

- In the a panel on Xbox Live Indie Games, industry professionals and independent develops will discuss pricing, visibility, and other methods to help ensure success on the console-based indie platform. With Game Developer magazine's Brandon Sheffield moderating, panelists include representatives from Mommy's Best Games (Weapon Of Choice), MagicalTimeBean (Soulcaster), Ska Studios (I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1), and Zeboyd Games (Breath Of Death VII).

Indie Game Links: A Rapid-Fire Gunslinger is in Town

February 3, 2011 12:00 PM | Tim

Today's collection of independent game links includes more indie game previews, a couple of development updates, and interviews with developers from around the 'net. (image source)

Gamasutra: Minecraft and the Question of Luck
"In this Gamasutra opinion piece, London-based lead designer and producer Tadhg Kelly looks at the indie PC hit Minecraft and what makes the unusual title such a success."

Metanet Software Inc: A Quick Note
"We have decided to start a secret project, part of which requires us to get a few small things printed every year. This year, due to an oversight by the printer, we have some extras. If you'd like to receive a special limited-edition card from Metanet this year via snail-mail, email your mailing address to us and we'll send you one."

GamerBytes: Twisted Pixel Announce The Gunstringer
"So Twisted Pixel are big enough to work on two projects at once now -- Ms. Splosion Man is the first, and now we have their second -- a Kinect title called The Gunstringer. The game will feature both side scrolling platforming action as well as dual-wielding Rez-styled gameplay, all while using a skeletal man as a marionette."

Indie Game The Movie: Want to see IGTM in your town?
"We would love to tour the film in theatrical venues and hold community screening events. We want to do it right - a theatre, post-screening Q & A, community get togethers and unique screening bonuses. We are starting to put feelers out to people and associations that would like to see an IGTM screening in their town."

GameSetWatch: Monaco's Original Game Design Document
"The document outlines Monaco's basic concepts, character creation and customization, mission flow, assets, and more. It also describes RPG elements that were eventually cut after Schatz decided it would be easier to balance set characters without them."

Wolfire Games: Counterfeit Lugaru on Apple's App Store
"You may recall that two weeks ago we added Lugaru HD to the Mac App Store for $9.99, so you can imagine our surprise when we saw it listed on the Mac store for only $0.99. When we looked into it further, we saw that it was uploaded and sold by someone we had never heard of."

Game Developers Conference: Rapid-Fire Indies
"Rapid-Fire Indies is a series of short, exquisite talks by notable indie game creators like Chris Hecker, Markus Persson and Petri Purho. Come experience different points of view on games, art, technology, and the future presented by an all-star cast of international friends."

Gamasutra: Queens - A Story In Four Screens
"Queens is a 2D platformer created for one of those Ludum Dare challenges; a bite-sized game done in three days and based on the theme 'domestic violence'. Left in a rather unpleasant-looking dungeon, your goal is to escape the four screens the game is comprised of, a difficult task given the amount of traps festooning the place."

Adventure Gamers: Gemini Rue hands-on
"If you're into gritty sci-fi adventures set in bleak, dystopian futures, you'll want to keep an eye out for the upcoming Gemini Rue. The first commercial game by UCLA undergraduate student Joshua Nuernberger following several freeware adventures, Gemini Rue was an Independent Game Festival Student Showcase winner in 2010."

Richard Perrin Discusses Storytelling in Video Games

February 2, 2011 1:33 PM | Michael Rose


Richard Perrin gave a 5-minute rant at the World of Love conference in London last week, and has now uploaded a re-recorded of the talk along with the slides.

Talking issue with the phrase "If I wanted a story, I would read a book", Perrin provides some great examples of indie games that provide a great underlying story, and hence a far better experience for the player. Definitely worth a listen.

Super Crate Box Versus On the Winnitron

January 28, 2011 12:50 PM | Michael Rose


We're still waiting for the 2-player edition of Canabalt to appear online, and now refurbished arcade machine The Winnitron has gone and bagged itself another exclusive multiplayer game. Super Crate Box Versus is a head-to-head version of the original, with two player vying to grab crates before their opponent.

If you want to have a crack at this, you need to be either in Winnipeg, Canada on February 5th, or Utrecht, The Netherlands on January 28th. More details can be found on the Winnitron official page, and a 'Making of' post about the above trailer can be found here.

Q&A: Radiangames' Strategy for Monthly Innovations

January 27, 2011 11:30 PM | jeriaska

Multitalented game designer Luke Schneider has been releasing a new title every month on Microsoft's Xbox Live Indie Games channel as part of his Radiangames series.

The independently financed game creator handles all aspects of development, from gameplay implementation and art design to music composition. When it comes to the distinctive look of the games, he says he gets a lot of inspiration from viewing abstract art.

At the Game Developers Conference taking place in San Francisco next month, the game maker will share a panel with Brian Provinciano of Vblank Entertainment, Dajana Dimovska of Copenhagen Game Productions, and Jeff Hull of Nonchalance. Titled "The Next Steps of Indie: Four Perspectives," the Radiangames portion of the session will serve as a brief postmortem, offering full sales numbers and a breakdown of what aspects of prior titles might have been improved upon.

The panel will also cover key points of Radiangames' strategy of monthly releases, centering on strict scope control, reusing code, and finding an overall art style that's distinct but not too time-consuming to create. We caught up with the designer of Radiangames Ballistic, out this week, to hear about the requirements of the studio's prodigious output.

Indie Fund Selects First Three Funding Recipients, To Be Revealed At GDC

January 26, 2011 2:40 PM | Simon Carless

Independent game funding collective Indie Fund has chosen its first three funding recipients, which it will reveal at an Independent Games Summit panel during the upcoming Game Developers Conference 2011.

A post at the Indie Fund blog reveals that half of the group's current funds have been committed to these three development teams, and that two of the funded teams plan to release their titles this year.

Big-name independent developers including Braid creator Jonathan Blow, 2D Boy co-founders Ron Carmel and Kyle Gabler and thatgamecompany's Kellee Santiago unveiled Indie Fund last March in order to "encourage the next generation of game developers."

The principals behind the fund will act as angel investors to indie projects they find deserving, funding their development out of their own pockets in the hopes of making their money back once the projects are released and drawing revenue.

The group began taking applications for funding last July, and is still looking for new fundees through its web site.

More details about specific funding mechanisms, and the development teams that have been selected, will be revealed at the GDC panel on March 1st in San Francisco.

[Originally posted on Gamasutra by Kyle Orland.]

GDC 2011 Reminds On Jan. 24th Early Registration Deadline

January 23, 2011 3:42 PM | Simon Carless

Organizers of Game Developers Conference 2011 are reminding that the deadline to save 35% on passes to the upcoming event in San Francisco is Monday, January 24th at 11.59pm PT.

As the overall session list for the February/March five-day event spans over 500 speakers and hundreds of sessions, and GDC's Expo show floor reaches more than 150 exhibitors, organizers are pointing out the following show highlights:

- A large range of key one- and two-day Summits, including Social & Online Games, Smartphone Games, Independent Games, Serious Games/Gamification and more, will kick off GDC week on Monday, February 28th and Tuesday, March 1st.

These innovative and informative programs are led by advisory boards of industry experts, and speakers include notables from Zynga, Google, the Humble Indie Bundle, MIT, Klei Entertainment, and many more. Monday and Tuesday also see major tutorials, spanning the Game Design Workshop through a Microsoft Kinect developer day.

- The GDC 2011 Main Conference takes place on Wednesday, March 2nd to Friday, March 4th and features discipline-specific Tracks specially filtered by the event's expert Advisory Board, and dedicated to programming, design, art, audio, business and management, and production.

The GDC 2011 Main Conference keynote is from Nintendo president Satoru Iwata, on "Video Games Turn 25: A Historical Perspective and Vision for the Future", and the GDC News page and specific track pages mention a multitude of Main Conference highlights, which include Epic's Cliff Bleszinski through GDC founder Chris Crawford and beyond.

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Indie development in the 1990s: The Game-Maker story
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Four perspectives on personal games
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Vlambeer's games popular among players, cloners alike
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Mayhem Triple: An indie's own personal Duke Nukem Forever
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Black Annex: A QBasic game for the 21st century
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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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IGF winner Hofmeier pays it forward for Porpentine's Howling Dogs
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Indies question whether journalists should be our game curators
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Road to the IGF: Michael Lee on mindful xp
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Dwarf Fortress: A game that will live forever?
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Road to the IGF: ATUM
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The intimacy of sound: Robin Arnott's mysterious SoundSelf
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Road to the IGF: The Fullbright Company's Gone Home
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Your indie guide to IGF 2013: a GDC primer
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Road to the IGF: Arcane Kids' Zineth
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Indie Game Developer Quality-of-Life Survey Results
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Road to the IGF: Behold Studios' Knights of Pen & Paper
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Team Meat's Refenes: Apathy and refunds are more dangerous than piracy
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Have you considered porting your game to MS-DOS?
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Road to the IGF: Tale of Tales' Bientot l'ete
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Roundtable: The Interactive Fiction Renaissance
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Road to the IGF: Lovers in a Dangerous Spacetime
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Road to the IGF: Team Pixel Pi's Pulse
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Road to the IGF: Anna Anthropy's Dys4ia
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The Cat that Got the Milk, The Button Affair dev on dressing games to the nines
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Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
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Road to the IGF: Alexander Martin's Starseed Pilgrim
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Video: Relive GDC 2012's popular Experimental Gameplay Sessions
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A history - and call - for German indie developers
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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
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Indie game development on the rise in a big way
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GDC Play 2013 'Best in Play' game winners announced
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Retro City Rampage does better on PSN than Steam, XBLA; dev releases 8-bit ROM
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A free Twine game about the homeless of Denver, Colorado's Cherry Creek
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Road to the IGF: Jeppe Carlsen and team's 140
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The Button Affair is a stylish semi-autorunner and fundraiser for disabled gamers
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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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Road to the IGF: Aleksey Abramenko's Intrusion 2
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3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
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IGF 2013 Audience Award Opens Voting
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It's Valentine's Day and there is time for Depression Quest
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Valentine's gift ideas: Indie Royale, Indie Gala, and Game Music Bundles!
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Road to the IGF: Teknopants' Samurai Gunn
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Road to the IGF: Mousechief's 7 Grand Steps
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'Road to the IGF' Pt.1: the stories behind this year's top indie games
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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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Video: How to function as a depressed, solo game developer
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Bathe in the gore that is 2BAM's CJR demo
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It's official: XNA is dead
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Is Proteus a game -- and if not, who cares?
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Top 10 Indie Platformers of 2012 (Paid)
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Lume sequel is a gorgeous world of motorized paper and cardboard
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Road to the IGF: Cardboard Computer's Kentucky Route Zero
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Bombball aims to unlock OUYA eSport potential
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Interview: The 411 on Indie Speed Run
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The mysterious Quake-inspired game from the dev behind Dustforce
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Top 10 Free Platformer Games of 2012
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Paradox CEO: New devices, open platforms offer key chances for indies
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As release looms, Antichamber dev reflects on emotional rollercoaster
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Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
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Console Features

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CastleMiner Z dev's response to "The 8 keys to indie success"
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Q&A: Bit.Trip Business: Indie studio life in 2013
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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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It's official: XNA is dead
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Top 10 Indie Platformers of 2012 (Paid)
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Bombball aims to unlock OUYA eSport potential
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Papo & Yo behind-the-scenes: Making a game that matters
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Paradox CEO: New devices, open platforms offer key chances for indies
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Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
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Joe Danger is a rare example of console-to-mobile done right
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10 Indie Games Scene Shakers in 2012
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3DS Game Review - Fluidity: Spin Cycle (Curve)
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Top 10 PlayStation Network Games of 2012
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Sale on Wii U Indie Titles Ending Soon, Look to Future Releases
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Top 10 Indie Shoot-'Em-Ups of 2012
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Top Indie Games of 2012: Dev Redux Part 2
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What AAA can learn from indies -- according to indies
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Indies met challenges, learned lessons in 2012
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Top Indie Games of 2012: Dev Redux Part 1
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Bit.Trip, Johann Sebestian Joust devs chat Sifteo Cubes with free SDK
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Top 10 Xbox Live Arcade Games of 2012
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10 OUYA games announced via giveaway, including Starbound and Legend of Dungeon
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Unique Showcase Space for Smaller Devs at GDC 2013 via GDC Play
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Top 10 Indie Games Of 2012 (+2!)
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Top 10 Xbox Live Indie Games of 2012
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The Avant-Game - brain food for the hardcore weirdos
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Persistence Pays Off: How Futurlab Finally Got a Contract with Sony
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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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