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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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Interviews

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own

May 21, 2012 2:00 PM | John Polson

Tom Sennett (RunMan and Deepak Fights Robots) has paired with Salil Malkan to create the local crowd-player Row Row Row Remote, which runs on a computer and can use dozens of phones or tablets. Though the game may look simplistic (Wii Sports didn't "look" all that impressive compared to the tech it modeled), Sennett and Malkan aim to inspire and empower developers, while exponentially increasing the amount of players involved in a local multiplayer experience and creating "new, awesome games from the ground up" instead of "shoehorning new, awesome technology into old, stagnant forms."

Row Row Row Remote asks players to use their smartphones or tablets as paddles. Each group needs to coordinate its motions to move effectively through the course. The game only uses the devices' touch and gyroscope functions, but Sennett tells IndieGames this is just the beginning.

Wrack Devs Pump Old-fashioned Fun Back into the 'Drab' FPS Genre

May 20, 2012 8:00 PM | John Polson

wrack gama.jpg"It seems like a lot of these modern FPS games take themselves way too seriously," says Brad Carney, the developer behind Wrack, an upcoming shooter which is looking to capture the high-speed, retro feel of classic Doom, albeit with updated, cel-shaded visuals.

"They're way too focused on realism, which I think hurts them in a number of ways," he continues. "Visually, the games are photorealistic and drab, and it's not too interesting to
look at."

With Wrack, Carney wants to offer a first-person shooter for gamers who are feeling bogged down by realism, and want to return to good old-fashioned arena-style blasting. The single-player campaign for the title pits you against the invading alien Arcturan empire, with nothing but speed and a wide range of weaponry to help you off the hordes of monsters, traps, and bosses you'll face.

It's not just graphical advancements that have impeded progress in the shooter genre, suggests Carney. "From a gameplay standpoint, it hurts a lot too. In most of these games, you play as a really slow character that can't dodge anything, so most of the gameplay involves hiding and waiting around for your shields to recharge."

"To me, having all gameplay come to a complete halt every time I take some damage so my shields recharge is really boring."

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.

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.

A Storybook, Not a Novel: How The Unfinished Swan Took Shape

May 12, 2012 7:00 PM | John Polson

garden22.jpg"The world is often more in control than we are," says Ian Dallas, creative director of The Unfinished Swan -- a former IGF Student Showcase winner and now due to be published by Sony for PlayStation Network this year.

This lesson is one that fairytales teach children, he says, and so his game explores the unsettling spaces in children's picture books. Led by a soothing narrator and chasing a swan -- "our rabbit surrogate" in this Alice in Wonderland-inspired adventure -- the player enters a world completely washed in white.

"Initially it was just a mechanic," says Dallas. "It didn't really feel like a game."

The game, developed by small independent Santa Monica-based Giant Sparrow, is set from the first-person perspective. The world appears to be a blank slate until players start to toss and splatter balls of paint on the environment. When splattered paint hits objects -- a staircase, a frog, a bench, a hallway -- those objects are revealed to the player to evoke a strong sense of exploration and discovery.

Irrational's Steve Gaynor and Friends Go Indie in Portland

May 5, 2012 6:00 PM | John Polson

stevegaynorgama.jpgA trio of former 2K Marin colleagues are starting a new, Portland-based independent studio where they hope to focus on what they loved most about their old work -- the story-driven game experience.

Designer, speaker and blogger Steve Gaynor recently revealed he'd left Irrational Games to found The Fullbright Company with friends Johnnemann Nordhagen, a programmer, and Karla Zimonja, a "jack of all trades" who collaborated with Gaynor on "story stuff" as they worked together at 2K Marin on the acclaimed Minerva's Den DLC for BioShock 2.

"We were all kind of a team on the story and look of that project," Gaynor tells Gamasutra.

Although it was "super exciting" to have worked at Irrational and to have contributed to a project like BioShock Infinite, Gaynor says part of the decision to make a move now comes down to simple homesickness.

As longtime West-Coasters, he and his wife just weren't taking to life in Boston as well as they'd hoped. And given that Gaynor and his two colleagues wanted to recapture the small-team feel they'd had with Minerva's Den, it seemed like there was an opportunity there.

Gaynor's beloved Portland isn't exactly a hotbed for variegated game development: "Nobody's doing the kind of stuff in games that I want to be doing in Portland, and we were going to have to start up our own thing."

Nigoro interview: "Overseas Sales are Essential" for Developer's Future

May 4, 2012 3:00 PM | John Polson

naramura.jpgIn the following interview, Nigoro's Takumi Naramura, La-Mulana's director, sheds details on the WiiWare cancellation and candidly discusses the deveoper's dependence on overseas sales of its forthcoming PC port. He also urges Japanese indies to open up the export market, stating that there are several unnoticed masterpieces that need to be introduced overseas so that the Japanese indie game scene flourishes.

Last week, strong community reactions followed Nigoro's blog announcement and Nicalis' subsequent cancellation of La-Mulana for WiiWare in North America and Europe.

When speaking with IndieGames, Naramura shared he was "very surprised at this situation," and in a few days the team would post something new to La-Mulana's official website. Despite the ongoing Golden Week holiday in Japan, though, Naramura wanted to share as many details as possible now.

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini

April 30, 2012 3:00 PM | John Polson


The above two-month old trailer of Dark Computer Enterainment's Vektropolis made the rounds this month thanks to Pixel Prospector originally, charming gamers with its classy 80s arcade vector style. IndieGames caught up with developer Frank Travaini to find out the latest on his team's retro rescue game/first person shooter.

"[The above] video shows us playing around with just some of the features, but it's still very much a tech demo at that point. Andrew Crawshaw's been working on fine tuning the challenge of the game, and trying to tie together as much of our feature set as we can in a way that make sense but most of all is going to be fun. The video might make it look like an out and out shooter, but there's going to be a strategic element, too."

Lead Vektropolis developer Daniel Gallagher is no stranger to 80s vector graphics, seeing as he co-founded Vektor Grafix, which ported the 1983 Star Wars arcade game to several platforms.

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight

April 27, 2012 2:00 PM | John Polson

swordfight small.pngKurt Bieg and Ramsey Nasser, the creators behind this week's Swordfight, used "plain, stupid fun" to breathe life into decades-old peripherals and to test the boundaries of players' comfort.

With crotch-mounted Atari 2600 joysticks, a player in Swordfight must touch the other's action button, while their arms are (optionally) bound behind their backs. The duo learned this awkward, intimate interaction can be fun, to the point of being emotionally releasing, as long as the rules of engagement and tools used keep the game "safe".

Subverting, or re-purposing, technology isn't anything new. Die Gute Fabrik showed the world two very different games people can play with PlayStation Move controllers: the award-winning Johan Sebastian Joust and Dog the Wag.

Bieg, being particularly fond of subversion, jumped at the chance to make Swordfight a reality, even though it started out two weeks ago as an inappropriate conversation between him, Nasser, and friend Kaho Abe. Swordfight was then developed and playtested at the Eyebeam Art + Technology Center and eventually was taken to the street for public exhibition.

In the following Q&A, Nasser and Bieg tag-teamed their responses to provide extra insight into their experiment.

In-house Tech Lays Foundation for Mesmerizing Reset Teaser Trailer

April 27, 2012 2:00 AM | John Polson

There's a certain game trailer doing the rounds at the moment, and few are really very sure where it has come from.

Quite out of the blue, a new start-up called Theory Interactive has posted a teaser trailer for Reset online, and it is quite spectacular, both in visuals and in cinematic direction.

Gamasutra delved deeper, and found that Theory Interactive consists of writer and artist Alpo Oksaharju and musician Mikko Kallinen. The duo has previously worked at Futuremark on first-person shooter Shattered Horizon, and both share the game design work on Reset.

The studio's first game focuses on story and atmosphere, with the main goal to travel back in time and co-operatively help yourself out -- a "single player co-op" title, as it is described.

Interviews & Desktop

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Wrack Devs Pump Old-fashioned Fun Back into the 'Drab' FPS Genre
-May 20, 2012 8:00 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

In-house Tech Lays Foundation for Mesmerizing Reset Teaser Trailer
-April 27, 2012 2:00 AM

How Legend of Grimrock's Dev Rolled The Dice And Won
-April 26, 2012 3:00 AM

Benjamin Rivers On The Importance of Boxing Up His Home
-April 25, 2012 2:00 PM

Seinfeld-inspired 5th Ave Frogger Uses Real-time Traffic Data
-April 24, 2012 3:00 AM

The Splatters Developer Breaks Out of the Tech-driven Israeli Game Scene
-April 19, 2012 3:00 AM

Jonas Kyratzes gets interviewed
-April 18, 2012 5:00 AM

PAX East 2012: Indie Devs Weigh in on Imitating Versus Innovating
-April 12, 2012 3:00 AM

Interview: Vince Twelve on Resonance
-April 11, 2012 5:30 AM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: Dan Marshall of Size Five Games
-April 5, 2012 5:00 AM

Journey Producer Hunicke Sees New Online Frontier at Tiny Speck
-April 5, 2012 1:00 AM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

Interview: Metroidvanias and Environmental Station Alpha with Hempuli
-April 3, 2012 2:00 PM

Interview: Experimental Deep Sea Terrifies Players with Sound, Blindness
-April 2, 2012 5:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Anna Anthropy Turns a Personal Struggle into a Heartfelt Game
-March 31, 2012 12:00 PM

Changes at Thatgamecompany: Santiago Departs, New Game Underway
-March 29, 2012 11:00 PM

Amnesia: A Machine For Pigs: A Collaboration of Indie Horror
-March 28, 2012 5:00 AM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

Building on the secrets of the past with Pid
-March 22, 2012 6:00 AM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Road to the IGF: DigiPen Singapore's Pixi
-March 5, 2012 3:00 PM

Road to the IGF: thechineseroom's Dear Esther
-March 5, 2012 3:00 AM

Road to the IGF: Awesome Shark Volcano on Nous
-March 4, 2012 12:00 PM

Road to the IGF: Patrick Sullivan on Dust
-March 2, 2012 3:00 PM

Road to the IGF: Team M.I.A.'s The Snowfield
-March 1, 2012 3:00 PM

Q&A: Jessica Curry's Dear Esther Soundtrack
-February 29, 2012 7:00 PM

Video: IGF 2012 Preview
-February 29, 2012 6:00 PM

Road to the IGF: Ian Snyder's The Floor is Jelly
-February 29, 2012 3:00 AM

Nexuiz Release Imminent, Short Q&A with IllFonic
-February 28, 2012 3:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

Road to the IGF: Mario Castaneda's and Ty Taylor's The Bridge
-February 28, 2012 3:00 AM

Siddhartha Barnhoorn Q&A: Antichamber Suite
-February 27, 2012 12:30 AM

Video: Nobuo Uematsu on Indie Development
-February 26, 2012 5:00 AM

Road to the IGF: State of Play's Lume
-February 24, 2012 7:00 PM

Code Hero teaches programming through gaming
-February 23, 2012 7:00 AM

Road to the IGF: Daniel Benmergui's Storyteller
-February 21, 2012 5:00 AM

Road to the IGF: Amanita Design's Botanicula
-February 20, 2012 5:00 AM

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Bennett Foddy's GIRP
-February 18, 2012 6:00 AM

Road to the IGF: Alexander Bruce's Antichamber
-February 16, 2012 6:00 AM

Road to the IGF: Damp Gnat's Wonderputt
-February 15, 2012 6:00 AM

Road to the IGF: Spry Fox's and Wild Shadow Studios' Realm of the Mad God
-February 10, 2012 1:00 AM

Road to the IGF: Blendo Games' Atom Zombie Smasher
-February 7, 2012 1:00 AM

Road to the IGF: Expressive Intelligence Studio's Prom Week
-February 6, 2012 1:00 AM

Road to the IGF: Tom Francis' Gunpoint
-February 5, 2012 1:00 AM

Road to the IGF: Key and Kanaga's Proteus
-February 4, 2012 1:00 AM

Road to the IGF: Mode 7 Games' Frozen Synapse
-February 2, 2012 1:00 AM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

Indie Game Links: Voxel Fail, Flirt-Off Win
-January 24, 2012 3:00 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

SkyGoblin's Theodor Waern Talks About Going From 2D To 3D
-January 3, 2012 6:00 PM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

From Artist to Superimposing Game Designer: Chris Makris on Fader
-November 16, 2011 2:23 AM

Interview: Alec Holowka On Unity Tutorials, Alone In Dreams, And Isolation
-November 8, 2011 1:00 PM

Interview: Chevy Ray Johnston On Hollow's Deep, Adjusting To Large Projects
-November 7, 2011 12:00 PM

Interview: Soldat's Marcinkowski On Why Alpha Funding Will Save The Games Industry
-October 1, 2011 9:00 AM

Q&A: The Publication of Gemini Rue
-June 16, 2011 11:05 PM

Interview: Indie Fund Supports The Mesmerizing Dear Esther
-June 2, 2011 3:00 PM

Time Gentlemen, Please! Dev Takes A Risk With Name Change
-May 20, 2011 4:00 PM

Interview: Markus Persson On Bringing Achievements to Minecraft
-February 26, 2011 3:00 AM

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Road To The IGF: Ratloop's Lucas Pope Plays With Helsing's Fire
-February 8, 2011 5:00 AM

Interviews & Console

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

A Storybook, Not a Novel: How The Unfinished Swan Took Shape
-May 12, 2012 7:00 PM

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Indies: Rolling Your Own Engine Can Be More Trouble Than It's Worth
-April 22, 2012 12:59 PM

The Splatters Developer Breaks Out of the Tech-driven Israeli Game Scene
-April 19, 2012 3:00 AM

PAX East 2012: Indie Devs Weigh in on Imitating Versus Innovating
-April 12, 2012 3:00 AM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: A 'Very Different' Joe Danger Headed to iOS
-April 7, 2012 3:00 AM

Journey Producer Hunicke Sees New Online Frontier at Tiny Speck
-April 5, 2012 1:00 AM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Changes at Thatgamecompany: Santiago Departs, New Game Underway
-March 29, 2012 11:00 PM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

Building on the secrets of the past with Pid
-March 22, 2012 6:00 AM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Video: IGF 2012 Preview
-February 29, 2012 6:00 PM

Q&A: Sound in Thatgamecompany's Journey
-February 28, 2012 7:00 PM

Nexuiz Release Imminent, Short Q&A with IllFonic
-February 28, 2012 3:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

Video: Nobuo Uematsu on Indie Development
-February 26, 2012 5:00 AM

Interview: Silver Dollar uses XBLIG for its mad experiments
-February 23, 2012 5:00 AM

PSN developer Drinkbox Studios on porting code to 'mini-PS3' quality Vita hardware
-February 13, 2012 5:00 PM

Road to the IGF: Die Gute Fabrik's J.S. Joust
-February 9, 2012 1:00 AM

Interview: Fishing Cactus on the Shift to 3DS for Shifting World
-February 3, 2012 3:00 PM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

Indie Game Links: Voxel Fail, Flirt-Off Win
-January 24, 2012 3:00 PM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Bastion Q&A: Creating a Narrator's Voice
-November 26, 2011 6:15 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

High Frequency Q&A: Rethinking Remixes on PixelJunk SideScroller
-November 10, 2011 11:00 PM

Music: Songs We Heard in ilomilo
-November 3, 2011 1:00 AM

PAX 2011 Q&A: Derek Yu and Eirik "Phlogiston" Suhrke on Spelunky for XBLA
-August 29, 2011 12:30 AM

E3 2011: BIT.TRIP Complete (Gaijin Games)
-June 10, 2011 1:00 AM

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Interviews & Mobile

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 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

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: A 'Very Different' Joe Danger Headed to iOS
-April 7, 2012 3:00 AM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

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

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Lucky Frame's Pugs Luv Beats
-February 17, 2012 6:00 AM

Road to the IGF: Simogo's Beat Sneak Bandit
-February 8, 2012 1:00 AM

Road to the IGF: Vlambeer's Ridiculous Fishing
-February 3, 2012 1:00 AM

Azarashi: Studio Pixel's Leap to iOS
-January 25, 2012 10:30 PM

Blip Tokyo Q&A: Nullsleep Interviews Manabu Namiki
-January 13, 2012 11:30 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

The Fourth Wall has Eyez: Having the Same Mechanic Part 2
-December 5, 2011 3:00 AM

Cave Story Dev Daisuke Amaya on Rockfish and iOS Development
-December 2, 2011 3:00 AM

Interview: Molleindustria On Phone Story's 'Objectionable' Message
-September 14, 2011 9:00 AM

Q&A: Zach Gage on Bit Pilot 2.0
-June 15, 2011 5:30 AM

E3 2011: Strange Rain - Possibility In Amnesia
-June 11, 2011 1:00 AM

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Road To The IGF: Ratloop's Lucas Pope Plays With Helsing's Fire
-February 8, 2011 5:00 AM

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