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About The IGF

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

The Novelist Interview: how to avoid a game "telling me someone else's story"

May 30, 2013 3:37 PM | John Polson

the novelist 1.pngKent Hudson says games spend too much time talking at him instead of involving him in the story. He aims to address this issue along with other design pitfalls in his upcoming game, The Novelist, which combines stealth gameplay with interactive narrative.

Ryan Clark on making an indie dream team, lessons from Big Fish and Grubby

May 23, 2013 3:30 PM | John Polson

Crypt of the NecroDancer developer Ryan Clark shares tips on netting big-time indie developers and lessons he's learned from shipping 10 games, in this final part of our interview.

Former Grubby Games, Big Fish dev Ryan Clark on his DDR-like roguelike

May 20, 2013 2:30 PM | John Polson

Upcoming rhythm and roguelike hybrid Crypt of the NecroDancer developer Ryan Clark recently spoke with me to fill in the gaps left from the early alpha trailer above. His latest project is certainly different from his earlier work at Grubby, such as FizzBall and IncrediBots. He still likes creating title words with capital letters in the middle of them, though.

Now running Brace Yourself Games, Ryan speaks here about the groove meter that dictates how players can crawl, how enemies and your own music collection work, and how he aims to incorporate Dance Dance Revolution to make this Windows and Mac dungeon crawler aerobic.

An Interview with Indie Developer Alistair Aitcheson

May 15, 2013 3:02 PM | Konstantinos Dimopoulos / Gnome

Alistair.pngAlistair Aitcheson, one of the few developers that have properly endangered my iPad with his 2-players/1-iPad offerings and a genuinely talented crafter of games, discusses his creations and provides us with some handy tips for the aspiring game developer:

Hello Alistair, would you mind introducing yourself to the readers of Indiegames.com?

Hi there! I'm Alistair, and I've been working full time as an indie developer for the past three years. I predominantly make games for iPhone and iPad, starting with Greedy Bankers, an iPhone puzzle game I released in 2011. I developed an iPad follow-up Greedy Bankers vs The World later that year, which introduced shared-tablet multiplayer. And I've just launched my new iPad game, Slamjet Stadium, with an even bigger focus on shared-tablet play. I love getting people to physically interact over a tablet, get in each other's way, cheat and mess each other up, so it's been a driving force behind a lot of my recent work!

AudioBrush aims to cure iOS music games of their offbeat afflictions

May 14, 2013 8:56 PM | John Polson

Rhythm detection games on the Apple App store all have the same two main problems, says AudioBrush developer Ollie Edgington."[I]t doesn't feel like your music and the controls are really bad for a touch screen device." Instead, his upcoming touch-controlled rhythm game has multi-genre algorithms to analyze your own song collection and create stages that will "feel like they are your tracks," he claims. Control seems rather simple: players snake their way up and down to the beat-dots to get a high score.

Aliceffekt Interview: Hiversaires' World Without Words

May 14, 2013 2:45 AM | jeriaska

Labyrinthine point-and-click adventure game Hiversaires debuted last week for iOS and Android mobile devices. French Canadian designer Devine Lu Linvega, who performs electronic music in the Tokyo area as Aliceffekt, documented its creation in a series of devlogs posted to his website XXIIVV.

Austin Wintory Interview: The Gentleman's Private Collection

May 3, 2013 11:00 AM | jeriaska

 Andy Schatz, Austin Wintory
Andy Schatz and Austin Wintory presenting on the music of Monaco at GDC

Austin Wintory, whose score for ThatGameCompany's Journey was nominated earlier this year for a Grammy Award, is among the most prolific composers working in independently developed games today. His swinging big band sounds for Leisure Suit Larry: Reloaded and orchestral pieces for The Banner Saga were both realized through the support of Kickstarter funding campaigns run by game industry veterans.

Kickstarter: Stonehearth, gorgeous sandbox strategy that also appeals to D&D fans

April 30, 2013 12:52 PM | John Polson

Tom Cannon, EVO fighting game tournament co-founder, emailed us to talk about his and his brother's passion project, which turns out is not a fighting game. Instead Stonehearth on Kickstarter is a combination of their love of complex simulations with the 16-bit feel of RPGs, wrapped in a sandbox strategy game with town building, crafting, and battles. The game initially will ship on Windows around September 2014, and is available at the $15 tier.

Tha Javier Cabrera Interview

April 26, 2013 9:00 AM | Konstantinos Dimopoulos / Gnome

JavierInterview.jpgJavier Cabrera, 50% of the Cabrera Borthers and one of the staunchest supporters of indie gaming I have ever met speaks about the indie community, developing games, The Free Bundle, Cypher and much more. Oh, and he does also mention some interesting plans on the future while never forgetting the past.

So, set aside 30 minutes, make yourself a nice cup of tea and read on:


1. Let's start off with the big one. You exploded into the indie scene with an utterly unique game that took a novel approach to a more or less commercially dead genre: Cypher. How'd you do it?

Hi! Thanks for having me! Indiegames feels like a home for us indies! Cypher did great for us. Me and Carlos [Cabrera] couldn't be more happy about it; we truly are. Thanks to this little project we are now able to make another game, and while we haven't been able to go full time, it certainly takes a big weight off our shoulders. We could say Cypher was a "small kickstarter" for us. Everyone keeps saying the text adventure genre is dead but we think its far from dead. It's not only alive and kicking, but it will evolve with time; there's a huge IF (Interactive Fiction) community working day and night to make this happen and rest assured Cypher was only the beginning of a new age for commercial text adventures.

Mayhem Triple: An indie's own personal Duke Nukem Forever

April 19, 2013 2:38 AM | Staff

mayhem triple small.jpg[Written by Mike Rose]

You've probably never heard of Dustin Gunn, or at least you'll only have a vague recollection of seeing his name mentioned somewhere.

The indie developer likes to keep himself to himself, although he's been actively involved as part of the deeper indie community for quite some time now. You may perhaps remember his last game Sombreros, or quite possibly the Indie Gaming Bingo blog he used to run.

Now Gunn has released a new game, and it's a bit of a special one for the dev -- at 10 years in the making, it's kind of been his own personal analogy to Duke Nukem Forever.

Mayhem Triple is a 2D platformer that plays off the idea of movie-like set-pieces and fast gunplay, with plenty of diving, wall-jumps and overly violent bunny-killing.

"It took a ridiculous amount of time, probably mainly because it came at a period where I was rapidly increasing in skill," Dunn tells me, "so I kept replacing parts of it for years."

The final design for the game was actually settled on around five years ago, but it was Dunn's decision to use Clickteam's Multimedia Fusion tools that turned out to be his undoing.

Interviews & Desktop

The Novelist Interview: how to avoid a game "telling me someone else's story"
-May 30, 2013 3:37 PM

Ryan Clark on making an indie dream team, lessons from Big Fish and Grubby
-May 23, 2013 3:30 PM

Former Grubby Games, Big Fish dev Ryan Clark on his DDR-like roguelike
-May 20, 2013 2:30 PM

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

Kickstarter: Stonehearth, gorgeous sandbox strategy that also appeals to D&D fans
-April 30, 2013 12:52 PM

Tha Javier Cabrera Interview
-April 26, 2013 9:00 AM

Mayhem Triple: An indie's own personal Duke Nukem Forever
-April 19, 2013 2:38 AM

Road to the IGF: Michael Lee on mindful xp
-March 24, 2013 4:00 PM

Road to the IGF: ATUM
-March 23, 2013 4:00 PM

The intimacy of sound: Robin Arnott's mysterious SoundSelf
-March 23, 2013 12:00 PM

Road to the IGF: The Fullbright Company's Gone Home
-March 22, 2013 10:01 PM

Road to the IGF: Arcane Kids' Zineth
-March 21, 2013 3:12 PM

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Have you considered porting your game to MS-DOS?
-March 20, 2013 12:00 AM

Road to the IGF: Tale of Tales' Bientot l'ete
-March 17, 2013 7:55 PM

Road to the IGF: Lovers in a Dangerous Spacetime
-March 16, 2013 4:00 AM

Road to the IGF: Team Pixel Pi's Pulse
-March 15, 2013 3:00 AM

Arcen Games on A Valley Without Wind 2
-March 14, 2013 6:00 AM

Road to the IGF: Anna Anthropy's Dys4ia
-March 13, 2013 4:14 PM

The Cat that Got the Milk, The Button Affair dev on dressing games to the nines
-March 13, 2013 2:01 PM

Road to the IGF: Drinkbox Studio's Guacamelee!
-March 12, 2013 6:20 PM

Road to the IGF: Alexander Martin's Starseed Pilgrim
-March 11, 2013 3:00 AM

Road to the IGF: Terry Cavanagh's Super Hexagon
-March 9, 2013 4:00 PM

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

Q&A: Brainwave game hints at future of biometric gameplay
-March 6, 2013 1:00 AM

'Road to the IGF' Pt. 2: more stories behind this year's top indie games
-March 5, 2013 10:00 PM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Road to the IGF: Scamehorn and Baard's Super Space ____
-March 3, 2013 4:00 AM

A free Twine game about the homeless of Denver, Colorado's Cherry Creek
-February 27, 2013 10:55 PM

Road to the IGF: Jeppe Carlsen and team's 140
-February 27, 2013 3:00 AM

Sean Barrett didn't enjoy Corrypt's twist, makes a free Brough-like anyway
-February 26, 2013 3:36 PM

Hell Yeah! studio Arkedo goes on hiatus
-February 26, 2013 3:00 AM

Art Game: Make art with games in a game about art
-February 26, 2013 12:01 AM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

Road to the IGF: Tomorrow Corporation's Little Inferno
-February 21, 2013 12:12 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 PM

Road to the IGF: Michael Brough's VESPER.5
-February 16, 2013 8:00 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

Road to the IGF: Teknopants' Samurai Gunn
-February 11, 2013 11:00 PM

Road to the IGF: Mousechief's 7 Grand Steps
-February 9, 2013 10:00 PM

Terrorist or tourist? You decide in Lucas Pope's Papers, Please free demo
-February 5, 2013 2:30 PM

Is Proteus a game -- and if not, who cares?
-January 31, 2013 12:00 AM

Lume sequel is a gorgeous world of motorized paper and cardboard
-January 30, 2013 3:00 PM

Road to the IGF: Cardboard Computer's Kentucky Route Zero
-January 30, 2013 6:00 AM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Wipeout vets start new life outside of racing genre
-January 29, 2013 3:00 AM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

Road to the IGF: Colin and Sarah Northway's Incredipede
-January 24, 2013 1:30 AM

Road to the IGF: Santa Ragione's MirrorMoon
-January 22, 2013 7:30 PM

The mysterious Quake-inspired game from the dev behind Dustforce
-January 22, 2013 1:30 AM

Road to the IGF: Richard Hofmeier's Cart Life
-January 20, 2013 4:00 PM

Road to the IGF: Blendo Games' Thirty Flights of Loving
-January 19, 2013 8:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

Agustin Cordes on Horror in Games
-November 29, 2012 3:00 AM

CBE's Jan Kavan on Vampires!, J.U.L.I.A., Zombies and Being Indie
-November 14, 2012 7:30 AM

IndieCade 2012 Narrated by Indie Creators
-November 7, 2012 11:10 AM

Minecraft Violation Becomes Inspiration for The Castle Doctrine
-October 23, 2012 2:00 PM

Developing a Game a Week: the Jayenkai interview
-October 18, 2012 7:30 AM

In Kairo, Minimalism Gets Pretty Complicated
-October 17, 2012 3:00 AM

Vlambeer's and Adam Saltsman's New Games Available Via Venus Patrol
-September 14, 2012 2:00 AM

Don't Starve: A Tim Burton Take on Minecraft
-September 4, 2012 2:00 AM

Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
-August 29, 2012 6:40 PM

Hawken Q&A: Khang Le on Resource Management on Illal
-August 28, 2012 3:15 PM

Legendary 1979 TRS-80 Game Developer Returns To Rebuild in Unity
-August 20, 2012 6:00 AM

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
-August 10, 2012 2:00 PM

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

Reinventing stealth in 2D with Mark of the Ninja
-August 3, 2012 8:00 PM

The Project Zomboid Interview
-July 30, 2012 7:30 AM

Q&A: Martin Stig Andersen on Limbo's Soundtrack
-July 26, 2012 1:00 PM

Driving Discussion: Ashley McConnell on Online Racing Championship
-July 20, 2012 4:30 PM

Driving Discussion: Mario von Rickenbach on Krautscape
-July 18, 2012 8:00 PM

Driving Discussion: Joost van Dongen's Proun
-July 17, 2012 3:00 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

Q&A: Logan Cunningham on Voice Acting in Resonance
-July 12, 2012 6:00 PM

Interview: Christine Love on Digital and Analogue Stories
-July 9, 2012 7:30 AM

Interview: Andrew Plotkin on Interactive Fiction
-July 6, 2012 7:30 AM

Indies Have to Stand out or Else, Says Arkedo's Guermonprez
-July 3, 2012 3:00 PM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

You're going to underestimate your work -- no matter what
-June 28, 2012 5:00 AM

Thomas Was Alone: From 24-hour prototype to fully-fledged game
-June 27, 2012 2:00 AM

Interview: Experimental Platformer Perspective is the Opposite of Fez, Crush
-June 26, 2012 1:00 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

Andy Moore on His One-hour Breadth Jam: Jam O'Clock
-June 1, 2012 2:00 PM

Dreadline Dev Plays with Gallows Humor
-May 31, 2012 1:00 AM

Facepalm Games Hopes to be the Next Big Indie Fund Success Story
-May 25, 2012 1:00 AM

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

Interviews & Console

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

Road to the IGF: Drinkbox Studio's Guacamelee!
-March 12, 2013 6:20 PM

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

'Road to the IGF' Pt. 2: more stories behind this year's top indie games
-March 5, 2013 10:00 PM

Hell Yeah! studio Arkedo goes on hiatus
-February 26, 2013 3:00 AM

Road to the IGF: Tomorrow Corporation's Little Inferno
-February 21, 2013 12:12 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

Road to the IGF: Q-Games' PixelJunk 4AM
-February 5, 2013 12:00 AM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

Derrick the Deathfin, the First Video Game Built from Papercraft
-October 4, 2012 3:00 AM

Eufloria Adventures Bringing Procedural Fun to PlayStation Mobile
-September 7, 2012 1:00 AM

Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
-August 29, 2012 6:40 PM

Sound Shapes Q&A: Prototyping for PlayStation Consoles
-August 13, 2012 1:00 PM

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 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

Indies Have to Stand out or Else, Says Arkedo's Guermonprez
-July 3, 2012 3:00 PM

Don't be Fooled by Spelunky XBLA's Quiet Launch
-July 2, 2012 2:00 PM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

PlayStation Network Indie Devs Divided on Software Pricing
-June 28, 2012 1:00 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

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

An Interview with Indie Developer Alistair Aitcheson
-May 15, 2013 3:02 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

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Road to the IGF: Terry Cavanagh's Super Hexagon
-March 9, 2013 4:00 PM

Vlambeer, Kert Gartner on making a six-second Vine trailer for Ridiculous Fishing
-March 6, 2013 3:43 PM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Hell Yeah! studio Arkedo goes on hiatus
-February 26, 2013 3:00 AM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

Road to the IGF: Tomorrow Corporation's Little Inferno
-February 21, 2013 12:12 PM

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: Henry Smith's Spaceteam
-February 7, 2013 1:30 PM

Road to the IGF: Simogo's Year Walk
-February 1, 2013 10:30 AM

Wipeout vets start new life outside of racing genre
-January 29, 2013 3:00 AM

Road to the IGF: Lucky Frame's Bad Hotel
-January 27, 2013 4:00 PM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

Super Hexagon: An example of why you shouldn't ignore Android
-January 24, 2013 10:30 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

Betting on style with Saltsman and Wohlwend's Hundreds
-January 6, 2013 7:00 PM

IndieCade 2012 Narrated by Indie Creators
-November 7, 2012 11:10 AM

Developing a Game a Week: the Jayenkai interview
-October 18, 2012 7:30 AM

Gree Launches New Program to Support, Promote Indie Devs
-October 9, 2012 1:00 AM

There's Something Primal about Super Hexagon
-September 14, 2012 8:00 PM

Eufloria Adventures Bringing Procedural Fun to PlayStation Mobile
-September 7, 2012 1:00 AM

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
-August 10, 2012 2:00 PM

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

Wooly spaceships, new frontiers: Launching an indie career with Voyager
-August 9, 2012 2:00 AM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

You're going to underestimate your work -- no matter what
-June 28, 2012 5:00 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 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

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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