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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

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.

Arcen Games on A Valley Without Wind 2

March 14, 2013 6:00 AM | Konstantinos Dimopoulos / Gnome

avww2interview.pngFollowing the release of the highly divisive A Valley Without Wind, Arcen Games was, for its first time ever, in the awkward position of having to explain unpopular design and aesthetic choices. Its response was equally novel, as it went on and released its very first sequel: A Valley Without Wind 2. A sequel that was actually gifted to everyone who had bought the original game and tried to address all complaints without alienating its core fans. A risky sequel.

Here's Arcen Games discussing it:

Arcen Games haven't been known for their sequels, but rather for their constant updates on existing games. Why A Valley Without Wind 2 then?

I have actually stated in the past that I never wanted to do a sequel to anything, that I believe post-release updates and expansions are the way to go, but here we are. Never say never! The reasoning behind Valley 2 was that there were a lot of huge changes we wanted to make to the game to really get it improved the way we wanted, but there were plenty of people who really liked the first game as it already was. To make those sort of changes to the first game would basically be to erase it. So we decided to make a sequel and give it away bundled with the first game for free, and vice-versa. That way people could experience the first game, which is pretty cool in its own right, as well as the much-improved sequel, without having to choose.

Road to the IGF: Anna Anthropy's Dys4ia

March 13, 2013 4:14 PM | Staff

dys4ia-200.jpgAnna Anthropy has always aimed to challenge the status quo with her games, but Dys4ia, a collection of mini-games that tell the story of undergoing the hormone therapy process as a trans woman, feels more intimate than much of her previous work.

Not only does it aim to communicate the sense of vulnerability in one's own body and the life challenges that seem to go hand in hand with the process, but it also illustrates some of the systemic prejudices and social behavior of others that create additional challenges. In that regard it's Anthropy's personal story, but it also has something to teach others.

The game's been nominated both for the Excellence in Narrative and Nuovo categories at this year's Independent game festival. Continuing our Road to the IGF series of interviews with nominees, we catch up with Anthropy about Dys4ia.

What's your background in making games?

I started making games because i was sick of playing straight dudes' fantasies about killing / fucking aliens and rescuing / fucking / killing women. When i started making videogames, they were really alienating to me - there was no Twine, there were very few other queer people making games. I figured if I wanted to see more queer games, I would have to make them myself.

The Cat that Got the Milk, The Button Affair dev on dressing games to the nines

March 13, 2013 2:01 PM | John Polson

catgotmilkbox.pngThe developers behind the ultra stylish and clever The Cat that Got the Milk and The Button Affair freeware games are ready to chase the modern dream. Moonlighters from UK studio Blitz Games, Oliver Clarke, Helana Santos, Chris Randle, and Jon Mann are curious if fans who enjoy their games will support their interpretations of art in games as larger, paid projects.

They're going after their dreams, and that desire has led to how the team wishes to define itself, being known from this day forward as Modern Dream, Oliver Clarke shares with IndieGames.

While Clarke isn't quite ready to talk about his team's next dream, presumably the upcoming game using depth sensing technology listed on his LinkedIn page, he spills the beans on how the two wildly popular freeware titles were created, lessons learned from them, the team's plan to tackle paid games, and the options all developers can implement to make their games more accessible.

Road to the IGF: Drinkbox Studio's Guacamelee!

March 12, 2013 6:20 PM | Staff

guacamelee small.jpgAs 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 DrinkBox studios, the team behind action platformer Guacamelee!, which is nominated for the Excellence in Visual Art award this year.

What is your team's game development background, if any?

Graham Smith, Producer: DrinkBox has been around for almost 5 years now and has slowly grown up to 14 people working on multiple projects. Guacamelee! is our third internal game as a studio. The previous two games were Tales from Space: About a Blob on PS3 (PSN), and Tales from Space: Mutant Blobs Attack on PS Vita and Steam. We have also contributed to a number of other games being developed by other studios. Putting team members on to external projects has helped us to self-fund our own internal projects.

What game development tools are you using?

GS: We primarily use our own internally developed editor and engine for our games. The editor gives the ability to rig characters and audio, create levels, and test the levels on the fly. In addition to this, we use Adobe Flash for Animations, 3DS Max and Photoshop to create visuals for the game environments, FMOD for Audio, and Box2D for Physics.

Road to the IGF: Alexander Martin's Starseed Pilgrim

March 11, 2013 3:00 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 "Droqen," creator of Starseed Pilgrim, which is nominated for the Design award.

What is your team's game development background, if any?

Maybe I'll start out by telling you a bit about the team? Feels like a weird word to use for us four.

Road to the IGF: Terry Cavanagh's Super Hexagon

March 9, 2013 4:00 PM | Staff

superhexagon small.jpgAs 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 Terry Cavanagh, whose Super Hexagon is nominated for the Excellence in Design award this year.

What is your team's game development background, if any?

Well, the team is just me (made the game), Chipzel (wrote the music) and Jenn (did the voice acting). Jenn's a videogame journalist, Chipzel is a musician, and I make games. We don't work together usually, we're not a company.

What game development tools are you using?

At the moment, C++ and a library called openFrameworks. I also use Flash.

Interviews & Desktop

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

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

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

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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