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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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Trailer: Evo Dash (Sileni Studios)

October 20, 2012 8:00 AM | Danny Cowan

Sileni Studios is currently putting the finishing touches on Evo Dash, an upcoming platformer that originated as an entry in August's Ludum Dare competition.

Evo Dash is an overhead-view platformer in which players must hop chasms and dodge enemy swarms throughout a series of randomly generated levels. The game includes three difficulty levels, and features a soundtrack by Super Hexagon composer Chipzel.

Evo Dash will premiere in the App Store later this month. An Android port is also in the works.

Portal Co-creator Kim Swift to Give Indie Summit Keynote at GDC China

October 20, 2012 2:00 AM | Staff

swift gdc.jpgThere's certainly no one path to success in the game industry, but Kim Swift's rise to fame still stands out as a particularly interesting case.

After joining Valve and helping to mastermind the acclaimed Portal right out of college (cuing off IGF Student finalist Narbacular Drop), Swift has gone on to become one of the industry's most renowned designers. Today, she serves as a creative director at Airtight Games, where she co-created the first person puzzler Quantum Conundrum.

Swift has accomplished quite a bit in just a few short years, and at next month's GDC China, she will host a keynote at the Independent Games Summit to discuss the lessons she's learned along the way, where things went wrong, and how other developers can learn from her experience.

She'll also take a moment to discuss her "design principles for creating games for a more mass appeal, how to work best with a team of talented, passionate developers, and how to create an enjoyable and fun game."

This keynote, titled "Designing Fun: Easier Said Than Done," will be open to GDC China's All Access and Summits & Tutorials pass holders. Online registration is now open on the GDC China website, and the show itself will take place November 17-19 at the Shanghai Convention Center in Shanghai, China.

Get a job: High Moon and others hiring now on the Gamasutra jobs board

October 19, 2012 1:00 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 High Moon, Gameloft New Orleans, CCP North America, 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:

CCP - North America: Level Design Director:
"Each of our four studios have unique environments, while working with cutting edge technology and freedom to innovate across the globe. Awesome benefits include things free meals, childcare support, health/recreation supplements and company trips to exotic locations like Morocco and a team spirit that is so unique you just have to visit us to believe it!"

Roblox Corporation: Senior Systems Engineer:
"Roblox is a leading user-generated gaming site that makes players the architects of their own 3D worlds, drawing over one billion page views and 21 million in-game hours each month. The site is ranked #1 in the US for total engagement time within the 8-14 year old segment, and is rapidly growing in popularity amongst players aged 15+. Our vision is to become the leader in user-generated gaming for all ages, around the world. On Roblox, players use core building components to create elaborate online games that simulate the real world. "

iOS Pick: Clumsy Cat (Dingo Games)

October 18, 2012 11:00 PM | Danny Cowan

App Store developer Dingo Games has released Clumsy Cat, a free physics-driven action game starring an unusually destructive feline.

In Clumsy Cat, you play as a cat who is left alone in a house full of breakable objects, and your task is to cause as much destruction as possible before your owners return. Everything in the house is smashable; no dish, television, toilet, or grand piano is safe from Clumsy Cat's wrath. The premise will be familiar if you've ever returned home to find your things mysteriously lying on the floor as your cat naps innocently. Darn those cats.

Clumsy Cat is available as a free download, though an optional $2.99 in-app purchase adds all sorts of playable animals, including monkeys, beavers, and lions.

Developing a Game a Week: the Jayenkai interview

October 18, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

jayenkai.pngWith hundreds of games on an impressive variety of formats under his belt, Jayenkai is one prolific indie developer. Also, he's incredibly talented and one of the most imaginative designers of game mechanics I have ever met. But how does he do it? Who is he? Why does he create all those lovely digital contraptions and, above all, why a game a week?

Read on...

Care to introduce yourself?


I'm James "Jayenkai" Gamble, and when I'm not sat in front of a computer screen, it's probably because I'm sleeping.

You more or less develop one game a week. How long have you been doing this now? Also, well, why?

It's been a long time since I started doing weekly games.

I've always had a knack for being able to scramble games together quickly, but during the days of CodersWorkshop, I started up a weekly game making challenge. A different random theme would be given each Wednesday, and folk were given a week to develop a game based on that theme. After CodersWorkshop closed its doors, I kept Wednesday Workshop going at for a few years.

After a while, though, folk seemed to have given up with the idea of a weekly challenge. Wednesday Workshop slowly died off, but I'd gotten into a routine by this point, and decided to morph it into what it is now,
All in all, it's been a good 7 years since the first Wednesday Workshop (June 2005), and I've more or less been doing one game a week since then, whenever I can!

Kickstarter Projects: Divine Space (Dodo Games)

October 18, 2012 5:30 AM | Konstantinos Dimopoulos / Gnome

Admittedly the Kickstarter pitch video posted above does go on and on without letting anyone know much about Divine Space, but having taken the time to look into things, I can assure you that Divine Space is a project that really needs to be funded. It will apparently become the first game that will come close to achieving that Elite feeling of a living, breathing galaxy, while looking great and being a spacey action-RPG focused on science fiction.

Divine Space will originally be released for the iPad, with versions for Android, PC, Mac, Linux and even maybe Ouya to follow, provided of course all goes well.

Oh, and the best part? It will be properly free-to-play, meaning that everyone will be able to complete and enjoy it without spending even one coin of their favourite currency. Now, that is something definitely worth supporting, isn't it?

Help Celebrate Loop Raccord's Anniversary

October 18, 2012 3:00 AM | John Polson

IGF, IndieCade, and A-Maze nominated Loop Raccord celebrates its first anniversary on the iPad with an update and a 48-hour price drop from $2.99 to $0.99. Loop Raccord on iPad is a video editing game about synchronizing a chain of video clips to create an illusion of continuous movement between them.

Its anniversary update includes adjustable difficulty and an improved feedback system, better indicating if your edit is too early or late. For how I've learned to play, I imagine and then air-trace with my finger the momentum each clip depicts to determine when and where the "invisible flow" is and when to anticipate it "floating" into the next frame.

The PC prototype is still available for free. However, with only a few hundred units sold and so few iTunes reviews that they don't even show up yet, this creative treasure could really use the support.

Video: Is Your Game 'Juicy' Enough?

October 17, 2012 8:00 PM | Staff

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

According to independent developers Martin Jonasson and Petri Purho (Jesus vs. Dinosaurs), the best way to make a satisfying game is to make it "juicy" -- the "juicier" your game is, the more fun it will be to play.

Now what exactly does that mean? "Juicy things are things that wobble, squirt, bounce around, and make little cute noises; it's sort of a catch-all phrase for things that make a game more satisfying to interact with," Jonasson explained during a presentation at this year's GDC Europe. "Juice is typically auditory or visual, but it doesn't really need to's about maximum output for minimum input."

Don't Look Back: a Test for VVVVVV Mobile

October 17, 2012 1:00 AM | John Polson

dlbipad.jpgTerry Cavanagh's Don't Look Back is now available for Android and iOS. All it costs is your soul.

You see, while the game is free to purchase, the sly Terry Cavanagh is using you as part of a "trial run" experiment for a VVVVVV port.

That's a bit of an exaggeration. VVVVVV could be a reality on mobile devices soon, but Cavanagh isn't doing anything sneaky. Even if he tried, the good people at Apple would just bust him for it anyway. The bigger, serious inquiry: how long must we wait until CavanaghCon?

[source: distractionware]

Kickstarter Projects: iBeg (Last Pick Productions)

October 16, 2012 4:00 PM | Cassandra Khaw

I'm not really sure how I feel about this latest attempt at developing a simulation of life as a homeless individual. According to the description on the Kickstarter project page, the team behind iBeg is hoping to raise awareness about homelessness in Vancouver B.C and the rest of the world. The mobile title, which is scheduled for potential release next Spring on the iOS and Android, will have players building shelters, maintaining tenacious living standards, busking, working to get off the street and more.

If you're interested in directing a few dollars in the project's direction, here's the official Kickstarter page.
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