IGF 2010 - 306 Entries!

Posted by Derek Yu Tue, 03 Nov 2009 02:50:00 GMT

IGF 2010

A record number of entries were submitted to next year’s IGF Main Competition – 306, to be exact! This year there were 224 entries. In 2008 there were 173. In 2007 there were 143… you get the picture! Soon, the 2010 entries will be checked and distributed to 150 judges (the most ever), and the finalists will be announced in January. In March we’ll find out which of those finalists will win prizes at the illustrious IGF award show.

Man, I love seeing the new entries each year. As much as we enjoy stereotyping independent games as being one type of game or another, the IGF entries are always a really diverse bunch. I think it’s awesome (and I eagerly await whatever controversies come up in 2010!).

Congratulations to all the entrants!

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First Ever IGF China - Results

Posted by Derek Yu Fri, 16 Oct 2009 23:18:00 GMT

GDC China

The first ever IGF China wrapped up last week in Shanghai, and our friend Farbs took the top honors with Captain Forever! Congrats, man.

According to Simon Carless, the finalists “came from multiple different Chinese provinces, Singapore, Taiwan, Japan, and Australia, and over 15 countries were represented in the over 100 entries in the first-ever year of Independent Games Festival China.” You can see all the finalists here. The winners were:

Best Game: Captain Forever, by Farbs (Australia)

Excellence In Art Direction: Donovo, by Magic Day Studio (China)

Technical Excellence: HurricaneX2, by You Yun Tech (China)

Excellence In Audio: Armor Valley by Protege Production (Singapore)

IGF Best Student Game: Autumn Dynasty: Paper Generals, by students from National University of Singapore (Singapore)

IGF Excellent Student Winner: INK, by students from Singapore Polytechnic (Singapore)

IGF Excellent Student Winner: Bumper Halloween, by students from Beijing University (China)

A lot of the other winners look pretty cool, but unfortunately, there’s not a lot of information about many of them. I could only find videos for HurricaneX2, Armor Valley, and Autumn Dynasty. They’re after the jump:

Read more...

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Austin GDC Round-Up

Posted by Derek Yu Mon, 21 Sep 2009 18:51:00 GMT

Austin GDC
Alec Holowka, Ron Carmel, and Simon Carless in attendance (photo by Dan Tabar)


The Austin GDC just finished up. It sounded like a lot of fun, with many indies in attendance for the first IGS in Austin. Here are write-ups of the various talks that were given by independent creators last week:

Day One

How Fantastic Contraption Became A Fantastic Hit (Gamasutra) – “Fantastic Contraption creator Colin Northway explained how he created his Flash-based physics game with no pro game experience, and “made a boatload of money” along the way.”

NinjaBee’s Fox Gets Practically Indie (Gamasutra) – “NinjaBee’s Brent Fox discussed the history of the company, which was set up as a brand for original IP in 2001, and has made Xbox Live Arcade games such as Clonin’ Clyde, A Band Of Bugs and A Kingdom For Keflings, talking in human terms about creating a stable indie game company.”

Gaijin’s Roush on Bit.Trip’s Indie Construction (Gamasutra) – “The original concept of the first Bit.Trip title was ‘Pong with music,’ said Gaijin Games’ Mike Roush Roush—but ‘we all know a great game needs more than a concept.’”

Certain Affinity’s Bullard On Bootstrapping Your Indie Business (Gamasutra) – “In an intensely practical Indie Games Summit talk at GDC Austin, Certain Affinity (Age Of Booty) production manager Jennifer Bullard talked about the realities of game business for a mid-sized independent developer, spanning business to relationships and beyond.”

Wolfire On Making Indie Marketing Buzz (Gamasutra) – “Wolfire’s John Graham discussed how to get the word out about your independent game, based around successful tactics for upcoming PC action game Overgrowth.” Slides available here.

Day Two

2D Boy’s Carmel On ‘Beyond The Finish Line’ (Gamasutra) – “World Of Goo co-creator Ron Carmel from indie studio 2D Boy examined the world ‘beyond the finish line’, discussing what happens after your indie game is released and how to deal with it.”

Swink, Wegner On Blurst’s Rapid Prototyping Madness (Gamasutra) – “Flashbang Studios’ Matthew Wegner and Steve Swink explained how their rapid prototyping of web-based games like Off-Road Velociraptor Safari gave them larger life lessons.”

Lost Garden’s Cook On Why Premium Flash Games Rock (Gamasutra) – “Bunni co-creator and Lost Garden blogger Daniel Cook explained why he believes charging users for more complex Flash games is the wave of the future.”

Twisted Pixel Talks ‘Splosion Man Postmortem (Gamasutra) – “Mike Henry and Sean Riley from Austin-based indie Twisted Pixel used their Independent Games Summit talk to postmortem the six-month XBLA project ‘Splosion Man, a significant indie success in the ‘Summer Of Arcade’ for Microsoft’s Xbox 360.”

Storytelling Through Independent Games (Destructoid) – “Alec Holowka, formerly one half of Bit Blot (Aquaria) and currently the head of Infinite Ammo (Paper Moon), was the last speaker to go on at the Independent Games Summit of GDC Austin.”

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GDC Austin '09 Coverage

Posted by Brandon "BMcC" McCartin Wed, 16 Sep 2009 13:03:00 GMT

GDC Austin

I am so sad I’m not at GDC Austin right now. Brandon Boyer’s New Indie Hotness session alone would have been worth the trip. (Not to mention the indie love explosion that’s undoubtedly going on this very minute!)

Fortunately, the unstoppable Simon Carless is doing his best to cover the event. Keep an eye on GameSetWatch as the week goes on.

Simon has already posted his wrap-up of day one, with pretty thorough articles on many of the sessions. It’s like you’re right there!

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Gamma Comes to GDC

Posted by Brandon "BMcC" McCartin Mon, 14 Sep 2009 14:14:00 GMT

GAMMA You may have already heard this news, but I think it’s prudent to post it again: The fourth iteration of the previously Montreal-based indie game exposition / dance party, Gamma, will now be held at this year’s GDC in San Francisco. While I’m sad to not have an excuse to take the train up to Montreal this year, I’m thrilled to see Gamma return bigger than ever.

Read Simon’s announcement post for all the details. (Or if this is the first time you’ve heard of Gamma!)
Kokoromi will reveal this year’s theme and open submissions in November, so stay tuned!

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GDC '09: CO-OP Indie Games Special

Posted by Brandon "BMcC" McCartin Wed, 12 Aug 2009 14:59:00 GMT

Here’s a bit of GDC news that slipped through the cracks. The Area 5 guys (formerly The 1UP Show) made an excellent video special on IGF, highlighting a number of indie and student games. You can find the original post here. And if you’re not familiar with Area 5 / CO-OP, check out the rest of the site. They’re uploading excellent videos all the time. It’s good stuff, trust me!

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2010 Independent Games Festival Opens Submissions

Posted by Derek Yu Wed, 08 Jul 2009 14:32:00 GMT

IGF 2010

I’m really looking forward to seeing the giant banners with Dan’s naked torso on them hanging everywhere at next year’s IGF/GDC. Although, why does his face look like Matthew Modine in Full Metal Jacket meets Rick Moranis? Is there a Photoshop filter for that?

Anyway, submissions are go! The deadline for the Main Competition is November 1st.

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TIGInterview: Jonathan Blow

Posted by Leigh Christian Ashton Mon, 11 May 2009 14:18:00 GMT

Jonathan Blow


I’d find it hard to believe anyone visiting these pages would need an introduction to Jonathan Blow, the amazingly talented game developer/guru seems to be everywhere at the moment, his game Braid being the darling hit on Xbox Live and having recently stormed onto the PC. I took the opportunity to fire some questions over so that he could pour some honey into my ears in reply (except, being an email interview, i guess it would be my eyes? and metaphorically at that?)

Anyway, without further ado, please read on..


Leigh: Jon, hello, thanks for taking the time to answer some of my questions. Could you please introduce yourself to the crowd?


Jon: Hi, my name is Jonathan Blow. I make games! I started out in games as mainly a technical guy, but recently I have been thinking ever-more about design, and on Braid I cared much more about the game design than the technical parts.

Read more...

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GDC/IGS Videos

Posted by Derek Yu Wed, 06 May 2009 02:34:00 GMT

For those who were unable to attend, and those who want to relive the magic:


Thanks, Fuzz, for uploading cactus’s presentation!


Also, the GDC Vault has released 3 videos: Jason Rohrer’s IGS session, titled “Beyond Single-Player,” The Indie Game Maker Rant, and The Game Design Challenge: My First Time, which features Heather “moboid” Kelley and Erin “The Ivy” Robinson. Thanks, Simon!

Hopefully more is on the way!

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TIGInterview: Rudolf Kremers

Posted by Leigh Christian Ashton Sat, 18 Apr 2009 11:48:00 GMT

DSC_0432

Following on from our recent interview with Alex May, I contacted his colleague and co-creator of Dyson, Rudolf Kremers to find out his opinions on Indie gaming, the IGF, feature creep and Astro Chickens.

Leigh: Rudolf, hello. For those who don’t know you, could you please introduce yourself and tell us a little bit about you?

Rudolf: My name is Rudolf Kremers; I was born in Spain, grew up in the Netherlands, and have been a UK resident for nearly ten years. For all that time I have worked in games, at big studios like EA and smaller ones like Curve, and have worked on anything from Harry Potter to Championship manager to Joystick games. Before that I have been making games as an amateur since the 80s, and indulged in most creative disciplines out there. Last year I decided I had enough of traditional development and started my own company ion order to create games independently.

Read more...

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