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About The IGF 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, 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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IGF China Mobile Winner Jumpmaster Updates with New Multiplayer Mode

November 27, 2012 3:00 AM | Danny Cowan

Following up on a recent win in the Best Mobile Game category of this year's Independent Games Festival China, developer Steamyrice Entertainment has released a multiplayer-focused update for its prize-winning iOS title Jumpmaster.

Jumpmaster puts players in control of a paratrooper who must dodge enemies and collect coins during his descent into enemy territory. The new multiplayer aspect allows players to challenge rivals in one-on-one online battles. Other new additions include a multiplayer leaderboard that tracks wins and a selection of multiplayer-specific Game Center achievements.

Jumpmaster is available from the App Store as a free universal download.

Mobile Game Pick: Knights of Pen & Paper (Behold Studios)

November 25, 2012 7:00 PM | Cassandra Khaw

RPGs are a dime a dozen on the app store. However, games that let you play both as the attendants of a classic tabletop RPG session and as the nefarious dungeon master himself are a lot rarer. If you've been wanting something like this, Knights of Pen & Paper has you covered. Instead of simply picking out a classic crew of adventurers, you even get to determine if it is a grandmotherly figure that will be playing the rogue in your cast. Silly, occasionally prone towards breaking the fourth wall and strangely engrossing throughout, the turn-based Knights of Pen & Paper does sport the dreaded IAPs but it's still very much worth spending some time with.

Official website here.

Free iOS Game Pick: Conway's Inferno

November 25, 2012 10:00 AM | John Polson

Death is success in Conway's Inferno for iPhone and iPad, a cellular automata inspired puzzle game where the player uses all sorts of disasters to bring a population to extinction. The game is an expansion of a 2011 Global Game Jam entry and Indie Games browser pick, featuring 35 more levels than the jam version along with puzzles using bombs, medics, craters, lava, and even more zombies. All this adds to loads of ways to instigate mayhem and destruction, not unlike Conway's Game of Life.

Unique and free iOS games are hard to come by. Conway's Inferno is one of the good ones. Congrats to its creators: Feras Iskanderani, Alec Thomson and Arshan Gailus.

[iTunes link]

The 9 Common Mistakes Every Indie Game Studio Should Avoid

November 23, 2012 4:00 PM | Staff

frustratedindie.jpgIchiro Lambe has learned a lot of hard lessons since he founded independent studio Dejobaan (AaaAAAAAaaaaA: A Reckless Disregard For Gravity) over twelve years ago.

At a talk at the Indie Game Summit this week at GDC China, Lambe whittled these down to the nine common pitfalls that most indie studios are in danger of facing.

1. Starting too large

Lambe notes, dryly, admitting that he's fallen into some of the same traps with his indie titles: "People see games like World Of Warcraft or Call Of Duty: Modern Warfare... and [believe] they can create an MMO in 9 months." Being overambitious with scoping is a classic indie failing. So why not pick a smaller game?

Mobile Game Pick: 4NR (P1XL)

November 23, 2012 12:00 PM | Konstantinos Dimopoulos / Gnome

Combining the graphical style of the ZX81 (that would be an ancient black & white 8-bit British micro) with the visuals of those LCD handhelds of yore, 4NR by P1XL is a delightfully retro iOS offering. Unique style aside, 4NR is also a truly great puzzle platformer with a simple yet effective plot, an assortment of interesting and uniquely mixed mechanics and absolutely excellent controls that starts off with a major dilemma. Do you seek higher ground as instructed by an incorporeal voice or do you enter your way more familiar underground caverns?

4NR is available as a universal iOS app and will only set you back $0.99. The game even supports those arcade controllers many seem to actually own.

Beard Battles Bear in FIST OF AWESOME

November 23, 2012 6:00 AM | John Polson

Developer Nicoll Hunt goes inside his own game of FIST OF AWESOME, beard against bear, to explain how everything works for his Kickstarter campaign. With a cheeky 2D brawler paying respects to Streets of Rage and Final Fight, Hunt promises an over-the-top story along with intuitive touch controls for a mobile game.

The Hard Lines coder first spoke with IndieGames back in May about FIST OF AWESOME, and now the game's end is in sight: an estimated March 2013 release and less than $3,000 away from meeting its Kickstarter goal. For £5 (roughly $8), pledgers will get a copy of the game for iOS or Android.

Finally, as an update to the Kickstarter project, Hunt posted over a minute of straight gameplay from the alpha, showing on iPad how movement works without a virtual controller. That video is after the jump.

Get a job: SCE Bend and others hiring now on the Gamasutra jobs board

November 23, 2012 3:00 AM | Eric Caoili

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at SCE Bend Studio, ChangYou, BioWare Montreal, and others.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across Gamasutra's network of submarket sites, which includes content sites focused on independent games and more.

Some of the notable jobs posted this week include: US Inc.: Senior Market Analyst / Strategic Development Manager:
" Inc. is a U.S. subsidiary of Ltd, a leading developer and operator of online games in China. We began operations in 2003 as's MMORPG business unit, before our carve-out as a separate, stand-alone company in December 2007 and subsequent listing on the NASDAQ in April 2009.

In 2010, the revenue of was over $300 million. We now operate one of the most popular MMORPGs in China, and have enjoyed strong growth in user data and revenues for our games. In 2009, established subsidiaries in California, London and other cities of the world. We are seeking talented professionals in the gaming industry to join us and build a success in the global market."

BioWare Montreal: Online Programmer:
"The BioWare Label is a division of EA which crafts high quality multiplatform role-playing, MMO and strategy games, focused on emotionally engaging, rich stories with unforgettable characters and vast worlds to discover. Since 1995, BioWare has created some of the world's most critically acclaimed titles and franchises, including Baldur's Gate, Neverwinter Nights, Star Wars: Knights of the Old Republic, Jade Empire, Mass Effect, and Dragon Age. BioWare currently operates in eight locations across the world, including Edmonton (Alberta, Canada), Montreal (Quebec, Canada) and Austin (Texas)."

Kickstarter Projects: Project GODUS (22Cans)

November 22, 2012 2:00 AM | Cassandra Khaw

Ever wanted to build your own cult? Love god games? If so, well, 22 Cans is looking to keep you covered. Project GODUS, their upcoming title, is going to 'draw on cunning battle-psychology of Dungeon Keeper, the living, changing world of Black & White and the instinctive, satisfying gameplay of Populous.' Personally, I can't help but feel as though there's a lot of buzz words being thrown around but nostalgia is a difficult beast to fight. The team is looking to hit an enormous £450,000 goal and there's still a long way to go.

If you're interested in pitching in a few dollars, here's the appropriate link.

How competition deadlines whipped FTL into shape

November 21, 2012 4:01 AM | Staff

ftl small.jpgDuring the development of Faster Than Light, Matthew Davis, half of the Subset Games team, didn't want to leave his cave.

"I was happy to just live in my apartment and program," he said. But ultimately, in-person competitions became one of the biggest drivers of success for the project.

When the duo entered the game into IGF China, "it was perhaps the most exciting part of the entire development," he said. "We had these judges tell us that it was fun, and that was really important in telling us it was something we should continue."

"IGF also led ultimately to our first public exposure, which was PC gamer," Davis added. "They loved the game and they put us in the magazine, which was a surreal experience."

The team then submitted the game to Indiecade, Fantastic Arcade, the main IGF, and other events, which "provided a huge benefit to our game," Davis said, adding that "the constant deadlines were huge."

PlayStation Mobile opens the floodgates for all game developers

November 20, 2012 9:00 PM | Staff

ps mobile long.jpgPlayStation Mobile launched on Vita and PlayStation-certified Android devices last month, with a select number of indie devs given the opportunity to lead the opening ceremony.

Today Sony has opened the floodgates, announcing an update to the SDK and a new online developer portal that provides access to the tools for any person or studio wanting to get involved and build/release games for the platform.

For those who missed the launch last month, PS Mobile allows indie developers to sell their games via the PlayStation Store with relative ease. Once a studio or individual has registered and paid $99 per year for a publisher license, they can then release as many games as they want, as long as they keep to the relatively lax service guidelines.

Early signs were good, with the platform positioned well in the online store, and the studios involved feeling encouraged by what Sony had in place. Sarah Thomson, manager of PS Mobile content for Sony, tells Gamasutra that what is currently in place is just the "first phase" of what the company wants to achieve with the platform.

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