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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

Road to the IGF: Michael Lee on mindful xp

March 24, 2013 4:00 PM | John Polson

As part of our Road to the IGF series, Gamasutra is speaking to each of the student finalists in the 2013 Independent Games Festival to find out the story behind the games.

Today, we speak to Carnegie Mellon student Michael Lee about his team's project, mindful xp, a collection of rapidly prototyped games with meaningful mechanics. Lee discusses the challenges of working in such a tight window and summarizes the types of experiments that were and were not well suited to such rapid prototyping.

Road to the IGF: ATUM

March 23, 2013 4:00 PM | John Polson

As part of our Road to the IGF series, sister site Gamasutra is speaking to each of the student finalists in the 2013 Independent Games Festival to find out the story behind the games.

Today, we speak to NHTV Breda (Netherlands) student designers Marta Clavero Jimenez and Thomas Buijtenweg, who jointly discuss their attempt to "break the fourth wall" in their game inside a game, ATUM. The two also share how they tackled managing ideas of 17 developers, especially when conflicting designs were introduced.

ATUM is a curious name. Could you tell me about it?

The name of the game, ATUM, is an Egyptian deity that, together with the scarab Khepri, is responsible for the cyclical process of sunrise and sunset. Together with the books scattered around the room, which are all stories related to the idea of eternal recurrence, and some of the objects containing images of symbols that also insinuate this concept, we wanted to put a lot of emphasis on this idea.

The intimacy of sound: Robin Arnott's mysterious SoundSelf

March 23, 2013 12:00 PM | Staff

soundself small 2.jpgFor many, the creation of games can be a way to share important personal experiences with others. That's part of Robin Arnott's goal with SoundSelf: The project aims to create a sonic and visual experience using the player's own voice, leading to a mind-body experience where the senses don't feel separate.

Hum or chant to SoundSelf and it responds, a fascinating experiment in creating not an intellectual gaming experience, but a physical one.

Arnott, a thoughtful, warmly effusive person, has come to games through a personal journey, and his work in the games space expresses that, leading up to the complex, Kickstarter-funded SoundSelf, for which a public prototype is currently available.

He previously did the sound design for Antichamber, and gained acclaim for the unnerving Deep Sea, an auditory, sensory-deprivation experience where the player's own breath control is paramount to the experience.

He began as a film student at NYU, and found himself quickly growing disenfranchised with what he describes as an "economy of favors" in that space where ego, self-worth and social capital felt like poisonous currency. "At the time I may have fit in [there] well, but as I became more empathetic... and somebody who wanted to do more good, I think I became conscious of it."

Road to the IGF: The Fullbright Company's Gone Home

March 22, 2013 10:01 PM | Staff

The Fullbright Company's Gone Home has earned an Excellence in Narrative nomination in the Independent Games Festival -- storytelling through first-person exploration is its primary mechanic, reflecting the team's heritage in environmental narrative in the AAA space.

You play as the older sister of troubled teen Sam, returned to your family's new homestead after a trip abroad to find the house empty, and must piece together what's happening by exploring the clues in the big suburban home, including Sam's diaries, letters and cassettes.

Continuing our series of Road to the IGF interviews with nominees, we talk to the Fullbright Company's Steve Gaynor about building a character the team hopes is unique and nuanced enough that learning her story is motivation enough to interact with the world.

Road to the IGF: Arcane Kids' Zineth

March 21, 2013 3:12 PM | John Polson

As part of the Road to the IGF series, we are speaking to each of the student finalists in the 2013 Independent Games Festival to find out the story behind the games.

Today we speak to Rensselaer Polytechnic Institute student and Arcane Kids developer Russell Honor about his team's project, Zineth, which celebrates "speed, movement, and Twitter." Honor discusses what social media integration worked and what did not, along with most of the mystery that players seem to overlook.

Road to the IGF: Behold Studios' Knights of Pen & Paper

March 20, 2013 6:50 PM | Staff

As part of the Road to the IGF series, sister site Gamasutra is speaking to each of the student finalists in the 2013 Independent Games Festival to find out the story behind the games.

Today, Instituto de Ensino Superior de Brasilia (Brazil, South America) student Ronaldo Nonato discusses the creation of his team's mobile pen and paper-inspired RPG, Knights of Pen & Paper. He also discusses how mutliplayer would ruin the game, despite group participation being fundamental to the traditional pen and paper RPG experience.

Have you considered porting your game to MS-DOS?

March 20, 2013 12:00 AM | Staff

linux tycoon small.pngPorting your game to multiple platforms makes much financial sense, allowing you to hit as many different markets and players as possible. One platform you might not have considered is MS-DOS.

Yes, you read that right: MS-DOS, the operating system that dominated the PC market in the 80s and early 90s.

It might sound crazy to consider DOS as a viable platform for a port -- and that's because, well, it is crazy. But that hasn't stopped developer Bryan Lunduke from porting his game Linux Tycoon to the age-old system.

Linux Tycoon is a Linux Distro Building game. You create a build full of software packages, fix as many bugs as possible, then ship it out to the online world to battle against the various other Linux offerings out there.

Purchase a copy of Linux Tycoon and you'll not only get copies for Windows, Mac and Linux -- you'll also now receive the newly-released DOS version.

Road to the IGF: Tale of Tales' Bientot l'ete

March 17, 2013 7:55 PM | Staff

taleoftalessmall.jpgWith Bientot l'ete, enigmatic development duo Tale of Tales has a third IGF nominee. This year, its game about beachcombing, romantic reflection and a cigarette-kissed conversation with a mysterious lost love has gained a nomination in the Nuovo category.

The game can be played on one's own, but with another player on the other side of the chess board, the conversation interplay can feel surprisingly intimate, even as it enforces Bientot l'ete's musing on unwinnable interaction and the circular logic of love.

Continuing our Road to the IGF series of interviews with nominees, we talk about the pair's literary inspirations for the unusual work, and how they aimed to communicate the inherent raw ambivalence of relationships.

What is your background in making games?

We were trained in sculpture and graphic design and worked as web designers and net.artists from 1995 to 2002, first apart and then together. When we got bored with the web, we turned to videogames as a medium for our art.

Since then we have released six games (The Endless Forest, The Graveyard, The Path, Fatale, Vanitas and Bientot l'ete), three of which were finalists in the IGF.

Road to the IGF: Lovers in a Dangerous Spacetime

March 16, 2013 4:00 AM | Staff

As part of our Road to the IGF series, Gamasutra is speaking to each of the finalists in the 2013 Independent Games Festival to find out the story behind the games.

Today we speak to Matt Hammill and Jamie Tucker of Asteroid Base, the team behind Love in a Dangerous Spacetime, which is nominated for the Excellence in Visual Art thanks to its unique 2D viewpoint that is, in reality, taking advantage of 3D polygons.

Road to the IGF: Team Pixel Pi's Pulse

March 15, 2013 3:00 AM | John Polson

2013 IGF student finalist Pulse paints a canvas not with color but with sound. It is a first person survival game where echoes trigger the now-blind player's memory, along with clarity provided from the noises and reactions of fuzzy creature-companions.

Team Pixel Pi initially created Pulse last year as a playable Windows and Mac prototype. The team has recently launched a Kickstarter campaign to fund a more realized version of the game.

Here, Vancouver Film School Game Design student and programmer/designer for Pulse Maxwell Hannaman discusses his team's research and inspiration behind creating a game starring a blind character. He also explores how blindness as a mechanic was both constraining and creatively freeing.

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

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