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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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Trampoline Platformer Spoing Hits Android

May 21, 2012 10:00 AM | Danny Cowan

Following up on its launch for iOS platforms last year, games2be's bouncy platformer Spoing is now available for Android devices via Google Play.

Spoing offers a unique take on the genre, challenging players to flick and fling a character from platform to platform in order to collect items and avoid enemies. The mechanics are simple but effective, and the 50 included levels should provide a decent challenge.

The Android version of Spoing is priced at $1.22.

Call of Cthulhu: The Wasted Land Interview

May 21, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

red wasp.pngTomas Rawlings of Red Wasp Design was kind enough to answer a few questions regarding Call of Cthulhu: The Wasted Land, Lovecraft-inspired gaming, red wasps and tactical turn-based combat. Here's what he had to say:

Were you actually aware of the fact that The Wasted Land would be the very first turn-based Call of Cthulhu game ever when you embarked on this project?

No, we didn't really think about it like that. This has been a project I've always wanted to do! The approach was about what sort of game would we like to play; we're fans of turn-based games and I've always wanted to make a Call of Cthulhu game, so the game concept was born under a blood-red gibbous moon...

Why did you decide to go for the Call of Cthulhu license and not just borrow Lovecraft's ideas from the public domain?

I'm a huge fan of the RPG and always felt that over the years it had evolved into a solid game system that we could use in our game. Not only that, but it felt better to try and work with people who knew the area - Chaosium - and so we could also benefit from their input and experience.

Tokyo Game Show's Sense of Wonder Night Taking Applications

May 21, 2012 3:00 AM | John Polson

ttl_senseside01.jpgThe fifth annual Sense of Wonder Night will take place during the Tokyo Game Show September 20-23, celebrating 10 games from around the world that truly offer a sense of wonder.

As described on the site, "games of any genre, platform, language, degree of completion, already released or non-released" are eligible, and any game that offers a "never-seen-before gaming experience" or that "challenges the common sense of ordinary games" (among other qualifications) is sought.

Tokyo Game Show officials anticipate roughly 200,000 attendees this year. Recently, Sense of Wonder Night presenters have also been given floor space to connect with those attendees. Previous presenters include the XBLA Kinect title Leedmees, the upcoming PSN title The Unfinished Swan, and the upcoming Antichamber.

Applications to present are due July 8, 2012. To get a sense of last year's talks, check out the recordings here. More information about the Sense of Wonder Night applications can be found at the Tokyo Game Show website (in the upper right sits an English language option).

What Jenova Chen Doesn't Like About Video Games

May 20, 2012 12:00 AM | John Polson

chen gama.jpgIn a new Gamasutra interview, Thatgamecompany co-founder and Journey creative director Jenova Chen shares the major weakness he sees in the industry's approach to its audience.

His biggest complaint about games? "They are not good enough for adults," says Chen.

"For adults to enjoy something, they need to have intellectual stimulation, something that's related to real life. Playing poker teaches you how to deceive people, and that's relevant to real life. A headshot with a sniper rifle is not relevant to real life."

The issue, he believes, is one of depth. "Games have to be relevant intellectually," he says. "Can games make you and another human experience an emotion that's deep enough to touch adults?"

He approached this goal with Journey's collaborative multiplayer, and he says that he will continue to pursue it: "Making emotional games and making them intellectually relevant; making games where people can connect and come together," he says, is what he plans to continue to do.

In the new feature, he discusses the future of his studio, his other creative drives, and whether he'd ever consider building a game with a big team -- and it's live now on Gamasutra.

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?

May 18, 2012 4:15 PM | Cassandra Khaw

bad_press.jpgAsk IndieGames is a monthly feature that takes a range of topics relating to indie gaming and development and poses them as a question to the editorial staff.

While sister site Gamasutra has already touched upon the subtleties of creating a 'kill-it-with-fire!' sort of press release (and, in part, what comprises an enticing press release), we've decided to take a look at the topic yet again in the interest of providing indie developers further insight on what makes a press release 'pop' (and how to avoid having it lost amidst the tidal wave of similar press releases).

FPS Games and Imitation: What Should Return and What Must Go

May 18, 2012 2:00 PM | John Polson

nescontra3d.pngIn this second of a two-part series, IndieGames explores with several developers what first-person shooter (FPS) mechanics should make a comeback and which are overdone and need to suffer a metaphorical head-shot.

Joining the discussion again are Alan Wilson of Tripwire Interactive (Killing Floor, Red Orchestra), Kedhrin Gonzalez of Illfonic (Nexuiz), Alex Austin of Cryptic Sea (A New Zero), Michiel Beenen of Interwave (Nuclear Dawn), Oscar Jilsén of Coffee Stain Studios (Sanctum), and Mladen Bošnjak of Misfit Village (SickBrick).

Here, developers recall some fantastic older games such as Rainbow Six: Vegas, Redneck Rampage, Duke Nukem, Quake 3, System Shock, and Terra Nova as refreshing sources for future FPS titles.

Developers also rehash mechanics that desperately need to be retired, as found in titles such as Call of Duty and its Modern Warfare entries, Battlefield 3, and Halo.

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

May 18, 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 SCE Santa Monica Studios, Monolith Productions, 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:

ArenaNet: Game Designer:
"ArenaNet has established itself as a leading light in the online games industry with Guild Wars, one of the most successful massively multiplayer online game franchises of all time, with more than 6 million copies sold. We’re preparing to surpass our success with Guild Wars 2, which is in development right now.

While we are creating Guild Wars 2, ArenaNet continues to support Guild Wars with additional content such as holiday events, community contests, monthly championships, and merchandise. Our player community remains loyal to the core Guild Wars products, but is as excited about the upcoming Guild Wars 2 as we are."

Sony Computer Entertainment America - Santa Monica: Senior Environment Artist:
"Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America LLC (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one  console, the PlayStation 2 and PlayStation 3 computer entertainment systems and the PlayStation Portable (PSP)."

Mobile Game Pick: Chuck Darwin's Extinction Squad (PikPok and Adult Swim)

May 17, 2012 9:00 PM | Danny Cowan

Adult Swim's latest characteristically twisted iOS release is Chuck Darwin's Extinction Squad, a new title from Monsters Ate My Condo developer PikPok.

Extinction Squad charges players with rescuing an endless procession of endangered animals by bouncing them to safety via trampoline. It's like a manic version of the Game & Watch game Fire, or that (horribly frustrating) Peter Puppy minigame from Earthworm Jim 2. It's also incredibly gory, as you might expect from Adult Swim.

Extinction Squad is priced at 99 cents.

Interview: Hard Lines Dev Pumps His FIST OF AWESOME

May 17, 2012 2:00 PM | John Polson

iOS and Android hit Hard Lines developer Nicoll Hunt takes on the beat 'em up genre with FIST OF AWESOME, coming to iOS this winter. The game involves a lumber jack caught up in a needlessly complex interstellar plot to take over Earth, altering history with remote controlled animals (hence the contraption on the bear's head). Hunt says the game takes place over a number of time periods and features original 2D art and animation. Pinapple Smash Crew audio composer Brendan Ratliff is working on the OST, as well.

Demo: McPixel (Sos Sosowski)

May 16, 2012 4:00 PM | Cassandra Khaw

What would you do if you had twenty seconds to save the world? If you're one Mr. McPixel, you would kick things. Between the legs. Repeatedly. McPixel first began life as a Ludum Dare entry 21. An odd little point & click game, it asked players to make strange decisions within the span of twenty seconds so as to be able to save the day. Vaguely reminiscent of those Warioware, the original was an absolute riot.

However, not content with the adoration of the Ludum Dare crowd, its creator went ahead and made a full version of the game, which will, barring unfortunate circumstances, be released on June 6th. In celebration of its upcoming release, the developer has unveiled a new demo as well!

You can find the game here.
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