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October 31, 2011

igfstudent.jpgOrganizers are reminding that there are less than 24 hours until the Student Competition deadline for the 2012 Independent Games Festival, being held at the Game Developers Conference 2012 in San Francisco next March 5-9.

The Independent Games Festival is the longest-running and highest-profile independent video game festival, summit, and showcase, and the deadline for the IGF 2012 Student Competition is Monday, October 31st at 11:59pm PT.

The IGF has already revealed record numbers of entrants for the Main Competition, with nearly 570 games competing, a more than forty five percent jump over 2011's total entries.

Student Competition finalists will be announced in January 2012, and will be available in playable form at the IGF Pavilion on the GDC show floor from March 7-9, 2012.

Notable former student game finalists include Narbacular Drop, the precursor to the acclaimed Portal, as well as Cloud from the embryonic Thatgamecompany team, recent cult hit Octodad, and more.

Newly submitted student titles will compete for $7,000 in prizes, which includes prizes for eight Student Showcase Winners and one prize for Best Student Game. 2012 Independent Games Festival prizes for both Main and Student Competitions total more than $50,000.

As noted above, submissions to the Student Competition are still open to all student game developers, with many entrants waiting until the last minute to polish versions of their game for more than 150 IGF judges. A full list of student entrants will be released on the IGF website in the days following the submission deadline, as also happened with the Main Competition.

Continue reading "Reminder: 2012 IGF Student Competition Submissions Close Today" »

October 25, 2011

The organizers of the 14th Annual Independent Games Festival -- the longest-running and largest festival relating to independent games worldwide -- are proud to announce another year of record entry numbers for IGF 2012's Main Competition.

In total, this year's Main Competition took in nearly 570 game entries from both leading indie developers and first-time entrants, a more than forty five percent jump over 2011's total entries. Entries for mobile hardware like the iPhone, iPad, DS, PSP and Android devices alone -- now fully integrated into the festival and eligible for their own unique Best Mobile Game award -- nearly doubled over the prior year, proving the platform's increasing importance for independent development.

Some of the titles entered in the IGF Main Competition this year include Ed Key and David Kanaga's Proteus, an adventure game that dynamically generates its ambient soundtrack as you explore, Waking Mars, the action-gardening game from former IGF Mobile winner Tiger Style, and Super T.I.M.E. Force, a time-twisting shooter from Critter Crunch, Clash of Heroes and Sword & Sworcery EP developer Capy.

In addition, a number of returning developers previously honored at the Independent Games Festival have entered new games including Prison Architect, a previously unannounced game from 2006 Seumas McNally Grand Prize winners Introversion, Jesus Vs Dinosaurs, an arcade game co-developed by Crayon Physics creator Petri Purho and two new games from the team behind 2007 Grand Prize winner Aquaria: Infinite Ammo's Alone and Spelunky, a revamped version of Mossmouth's cult favorite rogue-like platformer.

Other notable entries this year include ____ (Four Letter Word) from VVVVVV developer Terry Cavanagh, Storyteller, an experimental visual-narrative game from former Nuovo finalist Daniel Benmergui, and mobile debuts from a number of beloved indie regulars: Vlambeer's Ridiculous Fishing, Rockfish, from Cave Story creator Daisuke 'Pixel' Amaya, and English Country Tune from Stephen 'Increpare' Lavelle.

In-depth information and entrant-provided screenshots and videos are now available on IGF.com for careful perusal of all titles from entrants both established and those making their first appearance at the festival.

"The continued growth of both the Independent Games Festival and of independent games as a cultural force is incredibly heartening," said festival chairman Brandon Boyer. "The diversity -- and the plain overwhelming number -- of entries in the festival this year is proof positive that we're in the midst of a true renaissance in games history."

This year's IGF entries will be distributed to more than 150 notable industry judges for evaluation, and their highest recommendations passed on to a set of discipline-specific juries for each award, who will debate and vote on their favorites, before finalists are announced in January 2012.

In turn, winners will be awarded on stage during the IGF Awards ceremony during the Game Developers Conference 2012 in San Francisco next March, and all finalists in the Main Competition (including the art-centric Nuovo Award) and the Student Showcase (which is due for submission by October 31st) will be showcased in the IGF Pavilion on the GDC Expo Floor from March 7th-9th, immediately following the 5th Annual Independent Games Summit on March 5th and 6th.

October 19, 2011


The Australian Centre for the Moving Image has once again brought the "Best of the Independent Games Festival" to Australia with a free exhibition at South Brisbane's digital culture center The Edge, as part of the "Games: Body and Console" program.

From today until November 27, attendees can explore and play 14 finalists and winners from past Independent Games Festival competitions, including Mojang's Minecraft, Frictional Games' Amnesia, Messhof's Nidhogg, and Steph Thirion's Faraway.

The full list of games on display -- which have been created by talented indie developers from all over the world, from the U.S. to South Arica -- is available here. Attendees are invited to chalk up their scores on a public board at the exhibit for prizes.

Other upcoming highlights from "Games: Body and Console" include free workshops for Alternate Reality Games on October 25 and November 1, and an International Animation Day festival taking place on October 29 and 30.

October 17, 2011

Organizers are reminding that there are 24 hours until the Main Competition deadline for the 2012 Independent Games Festival, being held at the Game Developers Conference 2012 in San Francisco next March 5-9.

The Independent Games Festival is the longest-running and highest-profile independent video game festival, summit, and showcase, and the deadline for the IGF 2012 Main Competition is Monday, October 17th at 11.59pm PT.

Finalists will be announced in January 2012, and will be available in playable form at the IGF Pavilion on the GDC show floor from March 7-9, 2012. The titles will compete for nearly $60,000 in prizes, a significant increase from last year.

This includes the high-profile $5,000 Nuovo Award, honoring abstract, short-form, and unconventional video game development, as well as a $30,000 Grand Prize and a host of other notable awards.

Submissions to the competition are still open to all independent game developers, with almost 260 games entered already, and many entrants waiting until the last minute to polish versions of their game for more than 150 IGF judges. A full list of entrants will be released on the IGF website in the days following the submission deadline.

Important dates for IGF 2012 are as follows:

- June 30, 2011 - Submissions are Open
- October 17, 2011 - Submission Deadline, Main Competition
- October 31, 2011 - Submission Deadline, Student Competition
- January 5, 2012 - Finalists Announced, Main Competition
- January 12, 2012 - Finalists Announced, Student Competition
- March 5 - March 9, 2012 - Game Developers Conference 2012
- March 5 - March 6, 2012 - Indie Games Summit @ GDC 2012
- March 7 - March 9, 2012 - IGF Pavilion @ GDC 2012

Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 7, 2012, at the Moscone Center in San Francisco. The Independent Games Festival Awards are held immediately before the wider Game Developers Choice Awards.

Continue reading "Reminder: 24 Hours To 2012 IGF Main Competition Deadline " »

October 3, 2011

[Continuing his posts on the Independent Games Festival and related events, IGF Chairman Brandon Boyer calls for 2012 Independent Games Summit lecture submissions, also unveiling a new indie-centric pass for GDC 2012.]

A quick note in case you missed the news: the call for submissions has officially been opened for all Summits at the 2012 Game Developers Conference -- including the new Games for Change @ GDC Summit and the Game IT Summit -- but, most relevantly, the latest edition of our Independent Games Summit.

The Independent Games Summit represents the voice of the independent game developer at GDC. It features lectures, postmortems and roundtables from some of the most notable independent game creators, including many former and current Independent Games Festival finalists and winners.

Next year's sixth edition, the 2012 Independent Games Summit, takes place at Moscone Center in San Francisco on March 5th-6th, 2012 during GDC 2012 (March 5th-9th), seeks to highlight the brightest and the best of indie development, with discussions ranging from game design philosophy, distribution, business, marketing, and much more.

Have a presentation in mind you think would be a good fit for the 2012 Indie Summit? Head to the official GDC 2012 website, where you can find information on submission guidelines, restrictions, and more. Submissions will remain open though Monday, October 31 at 11:59pm ET.

To get a sense of what Indie Games Summit content is like, you can browse a large section of free archived talks from prior GDCs in the free section of GDC Vault, including Wolfire's Humble Indie Bundle breakdown and Monaco dev Andy Schatz on "How To Win The IGF In 15 Weeks Or Less" from the 2011 Indie Games Summit.

There's also more free content from the GDC Europe's debut Indie Games Summit, including B.U.T.T.O.N. co-creator Douglas Wilson on "deputizing the player", and Amnesia co-creator Thomas Grip's super crowd-pleasing talk on breaking game design rules to evoke emotions and achieve success.

Looking forward to seeing what you come up with! Let us know at chairman@igf.com if you've got any comments or questions about the 2012 Indie Games Summit, which I help to program alongside indie game veterans Matthew Wegner and Steve Swink.

And one more thing... GDC organizers have announced that there will be a special Independent Games Summit pass for Game Developers Conference 2012. We've listened to the community, and we're trying this limited-edition pass, available at a special reduced price for indie game creators worldwide.

The GDC 2012 Indie Games Summit pass will be purchasable as soon as GDC registration opens in the next 2-3 weeks. It'll get you in to the March 5th-6th Indie Games Summit, as well as the IGF Awards, Expo show floor and Game Career Seminar, among other things. We'll blog about it again as soon as it's available.

September 28, 2011

igfchina1.jpgThe Independent Games Festival China has announced the Main Competition and Student finalists for its third annual awards ceremony celebrating the most innovative indie and student games from throughout the Pan-Pacific area.

This year, the finalists offer an extremely broad range of game types and genres, from action brawlers like Pixel May Cry to mobile arcade titles like Super Sheep Tap, with developers hailing from throughout China and its surrounding regions.

Drawing from a prize pool totaling 45,000 RMB (roughly $7,000), IGF China's Main Competition will give away five distinguished awards, covering Excellence in Audio, Technology, and Visual Arts, as well as the Best Mobile Game and Best Game awards. In addition to the prestige and prizes, winners will also receive two All-Access Passes for the upcoming GDC 2012 in San Francisco.

Alongside IGF China's Main Competition, the ceremony will also host the Student Competition, which honors six of the top regional student games, with teams hailing from DigiPen Singapore, the China Central Academy of Fine Arts, and more.

This part of the competition includes two awards -- for Best Student Game and Excellent Student Winners -- and offers roughly 13,000 RMB (roughly $2,000) in cash prizes.

Winners in both competitions will be chosen by a panel of expert jurors including Kevin Li (CEO, TipCat Interactive), Monte Singman (CEO, Radiance Digital Entertainment), Xubo Yang (director of digital art lab and assistant professor at Shanghai Jiaotong University's School of Software), Haipeng Yu (producer, Tencent Shanghai), and jury chairman Simon Carless, IGF Chairman Emeritus and EVP of the GDC shows and Gamasutra.

This year's IGF China will take place on November 12, 2011 alongside GDC China, which will be held at the Shanghai Convention Center in Shanghai, China.

Here are the finalists for this year's IGF China:

Main Competition

Billy Makin Kid!, by SLAB Games, Indonesia [Website, Video]

Clay's Reverie, by SuperGlueStudio, China [Video]

FTL (Faster than Light), by Matthew Davis & Justin Ma, China [Website]

One Tap Hero, by Coconut Island Studio, China [Video]

Pixel May Cry, by Feng Li, China [Video]

Pocket Warriors, by WitOne Games, China [Website, Video]

Super Sheep Tap, by aBit Games, China [Website, Video]

The Line HD, by Ant Hive Games, China [Website, Video]

Continue reading "IGF China 2011 Announces Main Competition, Student Finalists" »

September 11, 2011

oct172011.jpg[Continuing his posts on the 2012 Independent Games Festival competition, IGF Chairman Brandon Boyer reminds on the upcoming deadline for the IGF competitions, also detailing some important specifics on entries.]

Hello everyone! As we did last year, we're dropping a quick note here that the deadline for Independent Games Festival 2012 Main Competition entries is October 17th at 11:59pm PST -- that's six weeks from today.

On the Student Competition side, you've got a bit more leeway: submissions for entry there must be made by October 31st at 11:59pm PST -- an additional two weeks from the Main deadline.

For our part, we've been quietly working behind the scenes -- as promised -- to make your experience with the IGF even smoother than it has been before.

To that end, you may have already spotted that the initial "submission received" emails you get on successful entry into the festival contain a new link. It's just above the information for uploading your entry.

This new page -- look for a link, and mail us if you didn't get it -- will be your personal hub throughout the remainder of the festival. That way, you can update your entry's public and private description, modify instructions for judges, link to newer videos and trailers, and upload updated screenshots with ease.

We're still working on making other updates to this page, to keep you better informed about the festival's process & progress throughout the judging and jurying period. You'll be hearing more about that in the coming weeks as they're completed and added.

As an additional reminder, (because it's a question I still get asked quite often): that initial deadline does not mean your IGF-entered game has to be content complete by the 17th. It simply means that your initial, playable game submission needs to be in our system by that time. Judges may play the game at any time from that date onwards.

Throughout the judging process, you'll be free to polish and upload newer builds of your game, and judges will play the newest version available. (However, we can't guarantee exactly when they will get to play a title, so try to submit early, near-finished, and update often if not!)

That's all for now -- very much looking forward to seeing what you've been cooking up over the past year! As usual, don't hesitate to get in touch at brandon@igf.com with any questions or concerns!

September 9, 2011

sssep.jpgGDC China has debuted the first group of lectures in the show's Independent Games Summit, featuring talks from thatgamecompany co-founder Jenova Chen, Capybara Games on Superbrothers: Sword & Sworcery EP, and Supergiant Games on its indie hit Bastion.

The event, which is co-located with the IGF China, will take place November 4-6 at the Shanghai Convention Center in Shanghai, China, and will once again serve as the premier game industry event in China, bringing together influential developers from around the world to share ideas, network, and inspire each other to further the game industry in this region.

This year, the show will feature two Summits in addition to the Main Conference, covering Independent Games and Mobile Games.

The following are the first lectures to be announced for GDC China's Indie Games Summit:

- While video games are undoubtedly a significant form of entertainment media, they are often treated more like software or technology than a valid means of expression.

In "Video Games as a Medium for Entertainment & Artistic Expression," Jenova Chen, co-founder of Flower and Journey developer thatgamecompany, will look at the medium from an artistic perspective, demonstrating how games can deliver substantial experiences, feelings, and messages.

- Occasionally, business and design decisions that look awful on paper can lead to surprising success. This certainly held true for Capybara Games' Superbrothers: Sword & Sworcery EP (pictured), an eccentric iOS title that forced the team to take major risks with its design, business, and production processes.

In "Perhaps a Time of Miracles was at Hand: The Business & Development of #Sworcery," Capybara Games co-founder Nathan Vella will provide an in-depth look at how this unusual game grew into a critical and financial success.

Continue reading "Indie Games Summit At GDC China 2011 Reveals First Speakers" »

September 1, 2011

IGFC.jpgOrganizers of the Independent Games Festival China, which runs in conjunction with the Game Developers Conference China, have officially announced that the call for indie game submissions from the pan-Pacific area will remain open through Monday, September 5.

Following on its success in past years, GDC China will continue to host the three main elements of IGF China, including the Independent Games Summit, which provides valuable conference sessions specializing in the challenges of independent game development.

These include the Independent Games Festival Pavilion, an onsite exhibition of the very best in local indie games, and the Independent Games Festival Awards, which honors the work of the talented pool of local independent game developers.

The 2011 IGF China Main Competition will give out awards and cash prizes in five categories, including:

- Best Game (RMB20,000 ~ $3,060 USD)
- Mobile Best Game (RMB10, 000 ~ $1,530 USD)
- Excellence In Audio (RMB5,000 ~ $760 USD)
- Excellence In Technology (RMB5,000 ~ $760 USD)
- Excellence In Visual Arts (RMB5,000 ~ $760 USD)

Finalists -- who will receive VIP and expo passes to attend GDC China and the IGF awards ceremony on November 12, 2011 -- will be chosen by a panel of expert jurors including Kevin Li (CEO, TipCat Interactive); Monte Singman (CEO, Radiance Digital Entertainment); Xubo Yang (Director of Digital Art Lab and Assistant Professor; Shanghai Jiaotong University's School of Software), and jury chairman Simon Carless, IGF Chairman Emeritus and EVP of the GDC shows and Gamasutra.

Continue reading "2011 IGF China Extends Submissions Until Sept. 5th" »

June 30, 2011

Organizers have officially opened submissions for the 2012 Independent Games Festival, being held at the Game Developers Conference 2012 in San Francisco next March 5-9.

The Independent Games Festival is the longest-running and highest-profile independent video game festival, summit, and showcase, and is now accepting entries to its 14th annual edition, with deadlines in the Main and Student Showcase categories by October 17 and October 31 respectively, and finalists to be announced in January 2012.

All games selected as finalists will be available in playable form at the IGF Pavilion on the GDC show floor from March 7-9, 2012, and will compete for nearly $60,000 in prizes, a significant increase from last year.

This includes the high-profile $5,000 Nuovo Award, honoring abstract, short-form, and unconventional video game development, and previously won by designers including Jason Rohrer (Between) and Messhof (Nidhogg).

In addition, awards for Excellence in Visual Art, Audio, and Design, Technical Excellence, Best Mobile Game, the Best Student Game, and the Audience Award each now receive a $3,000 prize, and the signature Seumas McNally Grand Prize for the independent game of the year (won by Mojang's Minecraft in 2011) has been increased by 50 percent to a record $30,000.

Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 7, 2012, at the Moscone Center in San Francisco. The Independent Games Festival Awards are held immediately before the wider Game Developers Choice Awards.

Continue reading "2012 Independent Games Festival Opens Submissions" »

2012chairman.jpg[Following the announcement of the 2012 Independent Games Festival competition, IGF Chairman Brandon Boyer goes in-depth on the changes made for this year's Festival, examining the ethos for the competition and the shifts in policy and rules for this year's 14th annual IGF experience.]

Well, we made it unscathed through that lucky-13th, and here we are again, back where we started, with the opening of the 14th year of the Independent Games Festival. Last year's festival was a landmark one on a number of levels.

It was the first that folded the IGF Mobile into the main competition, the first where one of the entrants (and the eventual Grand Prize winner) surprised everyone (the developers included!) by selling several hundred thousand copies of their game before judging had even begun, our first with a new two-tier judge and jury system, and, obviously, my first year as chairman.

I learned a lot about the festival and how it operates and how it could better be improved over the past year. So I'm here now to outline some of the changes we'll be implementing this year, as the IGF, its role in the community, and the community itself grows and evolves. But we'll start with one aspect of the festival that we won't be changing:

The IGF will continue to utilize its two-tier judge and jury system.

2011juries.jpgFrom the conversations I've had over the past several months, nearly everyone involved -- from the judges and jurors themselves to the individual entrants to those of us organizing the festival -- felt like the change to this system was an incredibly important and positive change.

The two-tier system - with our 150-200 judges recommending games in certain categories, and discipline-specific juries of 8-10 subject matter experts assigned to each award, ensured that all games in the festival got an equal chance at making it into the finalist round.

With more eyes than ever on each entry, and each jurist chosen for their specific professional merits for each category (our list of 2011 jurors is available here), experts were able to make a strong case for any game, whether it gathered an initial popular vote or not.

It also meant that our finalist and winner selection was less of a binary process, and more of a conversation about the deeper merits of the games and their place and legacy in the independent game community. Those intimate conversations were a passionate, productive, valuable look at the pulse of professional indie developers, as you can read in our Nuovo jury comments and Main Competition jury statements, and we're looking forward to those conversations again this year.

Continue reading "Letter From The Chairman: Welcome Back For IGF 2012" »

May 30, 2011

Organizers of the Independent Games Festival China, which runs in conjunction with the Game Developers Conference China, have officially announced a call for indie game submissions from the pan-Pacific area now through Thursday, September 1.

Following on its success in past years, GDC China will continue to host the three main elements of IGF China, including the Independent Games Summit, which provides valuable conference sessions specializing in the challenges of independent game development.

These include the Independent Games Festival Pavilion, an onsite exhibition of the very best in local indie games, and the Independent Games Festival Awards, which honors the work of the talented pool of local independent game developers.

The 2011 IGF China Main Competition will give out awards and cash prizes in five categories, including:

- Best Game (RMB20,000 ~ $3,060 USD)
- Mobile Best Game (RMB10, 000 ~ $1,530 USD)
- Excellence In Audio (RMB5,000 ~ $760 USD)
- Excellence In Technology (RMB5,000 ~ $760 USD)
- Excellence In Visual Arts (RMB5,000 ~ $760 USD)

Finalists -- who will receive VIP and expo passes to attend GDC China and the IGF awards ceremony on November 12, 2011 -- will be chosen by a panel of expert jurors including Kevin Li (CEO, TipCat Interactive); Monte Singman (CEO, Radiance Digital Entertainment); Xubo Yang (Director of Digital Art Lab and Assistant Professor; Shanghai Jiaotong University's School of Software), and jury chairman Simon Carless, IGF Chairman Emeritus and EVP of the GDC shows and Gamasutra.

Continue reading "IGF China 2011 Opens Call For Submissions " »

March 3, 2011

Swedish developer Mojang's acclaimed 3D world-building sandbox title, Minecraft was a big winner at the 13th Annual Independent Games Festival tonight at Game Developers Conference in San Francisco, earning the Seumas McNally Grand Prize for Best Independent Game, as well as the community-voted Audience Award.

In a diverse set of award-winners, other Independent Games Festival award recipients included Frictional Games' psychological horror game Amnesia: The Dark Descent, which took home awards for Technical Excellence and Excellence in Audio, as well as the sponsor-supported Direct2Drive Vision Award.

Elsewhere, noted independent developer Messhof received the $5,000 Nuovo Award - which honors abstract, shortform, and unconventional game development which "advances the medium and the way we think about games" - for his two-player art game, Nidhogg.

In addition, QCF Design's short playtime dungeon crawl adventure Desktop Dungeons earned the award for Excellence in Design, and the Excellence in Visual Art award was won by Gaijin Games' retro-psychedelic BIT.TRIP RUNNER.

Finally, the award for the Best Student Game went to the Myst-like abstract adventure game FRACT, from the University of Montreal, and Best Mobile Game was awarded to Ratloop's unique 'line of sight' puzzler Helsing's Fire.

All of this year's IGF winners and finalists are playable at Game Developers Conference at the IGF Pavilion on the GDC Expo Floor, which is open Wednesday, March 2nd through Friday, March 4th.

Continue reading "Minecraft, Amnesia Top Winners At 13th Annual IGF Awards" »

February 16, 2011

Voting for the Independent Games Festival's 2011 Audience Award closes this week, so members of the public and the indie game community need to head over to the official IGF Audience Award website and cast votes before Friday, February 18 at midnight PST.

To be part of this year's vote, simply visit the IGF Audience Award page and download any of the games that are currently publicly available (each game has been marked to show whether there's a version for you to purchase or otherwise download). When you've made up your mind, return to vote for your favorite.

IGF organizers are allowing voters to cast their ballot for any game chosen as a finalist in the festival, as opposed to just those with public PC demos, as in previous years.

After voting and inputting your email address, you'll need to verify your vote by clicking on a link sent to that email. Go check out the website now and start making your way through the games!

Alongside this reminder, IGN's Direct2Drive digital game store -- the Official Download Partner for this year's Independent Games Festival -- announced the Direct2Drive Vision Award finalists from among IGF entrants.

Nominees for this year's Direct2Drive Vision award include:

Continue reading "IGF 2011 Audience Award Closes This Week, D2D Vision Award Finalists Revealed" »

January 31, 2011

[In this note to indie game fans, Independent Games Festival Chairman Brandon Boyer announces public voting to pick this year's IGF Audience Award from among all of the Main Competition finalist games for this year.]

It's time to have your say for the best Independent Games Festival game of 2011, based on the games you've tried! We've just opened public voting for this year's Audience Award, with all members of the public and the indie game community eligible to vote.

We're allowing voting for to any game chosen as a finalist in the festival, as opposed to just those with public PC demos, as in previous years. This is because many of the titles have been playable at other indie game events - or have Beta and other OS versions that many indie game fans may have checked out.

To be part of this year's vote, simply visit the IGF Audience Award page, download any of the games that are currently publicly available (each has been marked whether there's a version for you to purchase or otherwise download). When you've made up your mind, return to vote for your favorite.

After voting and inputting your email address, you'll need to verify your vote by clicking on a link sent to that email. Voting will be open from now until Friday, February 18th at midnight PST -- go check it out now and start making your way through the games!

January 9, 2011

The Independent Games Festival has announced the eight Student Showcase winners for the thirteenth annual presentation of its prestigious awards, celebrating the brightest and most innovative creations to come out of universities and games programs from around the world in the past year.

This year's showcase of top student talent include slapstick physical comedy adventure Octodad, from DePaul University's Team DGE2, University of Montreal student Richard E. Flanagan's boldly styled Myst-like adventure Fract, and Tiny and Big, an ambitious, comic-book styled 3D action platformer from Germany's School of Arts and Design Kassel.

In total, this year's Student Competition took in more than 280 game entries across all platforms -- PC, console and mobile -- from a wide diversity of the world's most prestigious universities and games programs, a 47% increase from entrants in the 2010 Festival, making the Student IGF one of the world's largest showcases of student talent.

All of the Student Showcase winners announced today will be playable on the Expo show floor at the historic 25th Game Developers Conference, to be held in San Francisco starting February 28th, 2011. Each team will receive a $500 prize for being selected into the Showcase, and are finalists for an additional $2,500 prize for Best Student Game, to be revealed during the Independent Games Festival Awards on March 2nd.

In conjunction with this announcement, IGF organizers are also revealing that this year's Independent Games Festival Awards at GDC will be hosted by Anthony Carboni. Carboni is host and producer of Bytejacker, the acclaimed indie and downloadable game video show and website, and one of the most enthusiastic and devoted followers of the independent game scene.

The full list of Student Showcase winners for the 2011 Independent Games Festival, along with 'honorable mentions' to those top-quality games that didn't quite make it to finalist status, are as follows:

Continue reading "2011 Independent Games Festival Announces Student Showcase Winners" »

January 5, 2011

The Independent Games Festival has announced the Main Competition finalists for the thirteenth annual presentation of its prestigious awards, celebrating the brightest and most influential creations to come out of the independent video game development community in the past year.

This year's finalists for the most prestigious indie game awards are led by multiple nominations for standout titles including Frictional Games' psychological horror game Amnesia: The Dark Descent and Mojang's acclaimed 3D worldbuilding sandbox title Minecraft, which received three nominations each.

Other multiple-nominated titles include QCF Design's short playtime 'dungeon crawl' adventure Desktop Dungeons, Messhof's two-player retro fencing game Nidhogg, which received 3 nominations including a Nuovo Award nod, and Supergiant Games' lush isometric adventure title Bastion.

In addition, with the Best Mobile Game award integrated into the IGF Main Competition, there was stiff competition across all categories from games on platforms including iPhone, Android, iPad and beyond, with Best Mobile Game finalists including Ratloop's unique 'line of sight' puzzler Helsing's Fire and former IGF Grand Prize winner Erik Svedang's 'minimalistic dueling game' for iPad, Shot Shot Shoot, as well as Mikengreg's popular App Store title Solipskier.

All of the finalists announced today will be playable on the Expo show floor at the historic 25th Game Developers Conference, to be held in San Francisco starting February 28th, 2011. In addition, nearly $50,000 of prizes in various categories, including the $20,000 Seumas McNally Grand Prize will be awarded to these games at the Independent Games Festival Awards on the evening of March 2nd.

The almost 400 Main Competition entries represents almost 30 percent more games than last year's record 306 titles, itself a 35 percent rise over the previous year. This emphasizes the continued popularity and importance of the IGF, which has helped to highlight and popularize the major independent games of the last decade, from Darwinia and Braid through World Of Goo to Limbo and beyond.

The full list of finalists for the 2011 Independent Games Festival, with jury-picked 'honorable mentions' to those top-quality games that didn't quite make it to finalist status, are as follows:

Continue reading "2011 Independent Games Festival Announces Main Competition Finalists" »

January 2, 2011

Following the announcement of the finalists for all remaining categories of the 2011 Independent Games Festival, each panel has released further details on the discussion, illuminating the thought process behind their respective finalist choices.

The finalist statements, a counterpart to the original, earlier statement from this year's Nuovo jury, are collected below from various members of our lineup of 2011 jurists, and read as follows:

Seumas McNally Grand Prize

Frictional Games' first person horror-adventure Amnesia was praised for its "interesting, visceral, tactile interface" and "incredible atmosphere and tension". Wrote one jurist: "I can't play it more than an hour at a time, even though I'd like to." Meanwhile, QCF's Desktop Dungeons, mashes rogue-like and puzzle-game play in a way "so fun and elegantly designed" that jurists didn't hesitate to deign "pure genius".

Mojang's successful first person creation/excavation game Minecraft was the subject of much discussion across the board, with the Grand Prize jury concluding that it should be noted as a familiar its table-turning design: "Instead of spending hundreds of millions of dollars to craft a lavishly decorated stage set on which the player has a series of entertaining experiences, Minecraft grows a complex world out of asmall set of finely-tuned rules... It shows what games are good at - abstraction, compression, emergence, boiling a worldful of psychedelic soup out of a handful of logical stones."

Messhof's tug-of-war fencing game Nidhogg was praised here for not just for balancing controls "simple enough for absolute beginners, but still deep and interesting over 20 minutes," but for "the fact that it's also an amazing spectator sport" -- "a public spectacle where 2 people battle to the death while a blood-thirsty crowd cheers on."

And finally, the jury called Chris Hecker's Spy Party "one of the most original and fun multiplayer experiences I've had since Street Fighter 2," and "the pinnacle of independent game development: an insane idea wrapped in crazy accessibility issues tied around something that seems impossible to market, which ends up being one of the most interesting, sublime, intense and FUN gaming experiences you can have."

Continue reading "2011 Independent Games Festival: Jury Statement on Main Competition Finalists" »

December 29, 2010

Organizers of the 2011 Independent Games Festival are pleased to announce the jury panel that will determine the finalists and winner of its Excellence in Design award, a category which seeks to highlight the innovation and quality of the underlying blueprint of each entered game -- component parts like its mechanic design, level design, and difficulty balancing.

Prior finalists and winners of the IGF Excellence in Design Award have included 2D Boy's cartoon construction puzzler World of Goo, KranX's music construction puzzler Musaic Box, and Pocketwatch Games' abstracted multiplayer heist game Monaco.

This year, the jury will receive recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners, finalists and indie game notables including Justin Smith, Ben Ruiz, Eric Zimmerman and Wiley Wiggins) as they consider the merits of each of the five finalists and eventual award winner.

The jury consists of the following:

- Dylan Cuthbert (co-founder and designer at Q-Games, creators of the PixelJunk series of games.)
- George Fan (designer of games including Plants Vs. Zombies and the IGF award winning Insaniquarium.)
- Kyle Gray (designer of Henry Hatsworth in the Puzzling Adventure, co-founder Tomorrow Corporation and Experimental Gameplay Project.)
- Robin Hunicke (designer and producer on games including MySims & Boom Blox, currently working on Journey at thatgamecompany.)
- Gary Penn (creative head at Denki, designer on games including Grand Theft Auto, Crackdown, Quarrel & Denki Blocks.)
- Kris Piotrowski (co-founder & creative director at Capy, creators of games including Critter Crunch, Might and Magic: Clash of Heroes.)
- Petri Purho (designer of the IGF award winning Crayon Physics Deluxe.)
- Margaret Robertson (former editor of Edge Magazine and consultant, now designer and development director at Hide&Seek;)
- Adam Saltsman (co-founder of Semi Secret Software, creators of Wurdle, Gravity Hook HD & Canabalt.)
- Andy Schatz (founder of Pocketwatch Games, creators of the IGF nominated Wildlife Tycoon: Venture Africa and the IGF award winning Monaco.)
- Mare Sheppard (co-founder of Metanet Software, creators of N.)
- Randy Smith (co-owner and designer at Tiger Style, creators of Spider: The Secret of Bryce Manor, former designer on the Thief series.)

Continue reading "2011 Independent Games Festival Announces Excellence in Design Jury" »

December 27, 2010

Organizers of the 2011 Independent Games Festival are pleased to announce the jury panel that will determine the finalists and winner of its Best Mobile Game award, a category which seeks to highlight the innovation and quality of games for the new wave of mobile devices like the iPhone, iPad, PSP, DS, and Android.

Prior finalists and winners of the IGF Best Mobile Game Award -- previously celebrated in the IGF Mobile sister competition but now part of the IGF Main Competition itself -- include Capy's original puzzler Critter Crunch, Hassey Enterprises' abstract strategy game Galcon, and Tiger Style's insect-snaring adventure Spider: The Secret of Bryce Manor.

This year, the jury will receive recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners, finalists and indie game notables including Damien Di Fede, Amanda Williams, Thomas Bedenk and Scott Anderson) as they consider the merits of each of the five finalists and eventual award winner.

The jury consists of the following:

- Colin Anderson (co-founder of Denki, creators of Quarrel, Denki Blocks, Juggle.)
- Eddy Boxerman (founder of Hemisphere Games, creators of the IGF award winning Osmos.)
- Kevin Cancienne (game designer & developer at Area/Code, creators of Drop7.)
- Ramiro Corbetta (game designer at Powerhead Games, creators of the IGF award winning Glow Artisan.)
- Omar Cornut (programmer at Q-Games, co-designer and programmer on Mekensleep's Soul Bubbles.)
- Phil Hassey (creator of the IGF award winning Galcon)
- David Kalina (Former AI programmer behind Splinter Cell, Deus Ex: Invisible War & Thief: Deadly Shadows; owner & engineer of Tiger Style, behind IGF award winning Spider: The Secret of Bryce Manor.)
- Olivier Lejade (founder of Mekensleep, creative director of Soul Bubbles.)
- Adam Saltsman (co-founder of Semi Secret Software, creators of Wurdle, Gravity Hook HD & Canabalt.)
- Nathan Vella (co-founder & president of Capy, creators of Might & Magic: Clash of Heroes and IGF award winners Critter Crunch & Superbrothers: Sword & Sworcery EP.)

Continue reading "2011 Independent Games Festival Announces Best Mobile Game Jury" »

December 22, 2010

The Independent Games Festival (IGF), the prestigious GDC-held video game industry event highlighting and awarding the talents of independent game developers, has announced the finalists for the 2011 Nuovo Award, which honors "abstract, short-form, and unconventional game development."

Some of this year's finalists include unconventional party game Brutally Unfair Tactics Totally OK Now (B.U.T.T.O.N.), first-person dinner simulation title Dinner Date, Messhof's chunky 2-player fencing title Nidhogg, and zen-like tree simulation title Bohm.

The Nuovo Award, the top video game art prize, is announcing an increase to $5,000 for this year's award winner, thanks to the quality of this year's entries. The winner of the award will be revealed at the Independent Games Festival Awards on March 2, 2011 at the Moscone Convention Center in San Francisco, during Game Developers Conference 2011. In addition, all Nuovo finalists will be playable in a special section of the IGF Pavilion on the GDC show floor from March 2nd to 4th.

Now in its third year, the Nuovo Award allows more esoteric art games from among the almost 400 IGF entries to compete on their own terms alongside longer-form indie titles, and has been newly expanded this year to include eight finalists.

The full list of this year's Nuovo Award finalists, with links to screenshots and videos of the titles on their official IGF.com entry pages, is as follows:

- Bohm, created by Monobanda - ("Gives you control over the life of a tree. It's a game based on slow gameplay and the act of creation.")

- A House in California, created by Cardboard Computer - ("A surreal, narrative game about four characters who bring a house to life... with environments and activities drawn from a combination of memory, research, poetry, and fantasy.")

- Nidhogg, created by Messhof - ("A 2 player fencing game with football & platforming elements".)

- Dinner Date, created by Stout Games - ("You play as the subconsciousness of Julian Luxemburg, waiting for his date to arrive. You listen in on his thoughts while tapping the table, looking at the clock and eventually reluctantly starting to eat...")

- Loop Raccord, created by Nicolai Troshinsky - ("Manipulate a series of video clips in order to create... continuous movement.")

- The Cat and the Coup, created by Peter Brinson and Kurosh ValaNejad - ("A documentary game in which you play the cat of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran.")

- Brutally Unfair Tactics Totally OK Now (B.U.T.T.O.N.), created by Copenhagen Game Collective - ("A one-button party game for 2-8 players. ... rather than let the computer carry out all the rules, the players are themselves responsible for enforcing (or not enforcing) the rules.")

- Hazard: The Journey Of Life, created by Demruth - ("A philosophical first person single player environmental puzzle game. The game presents no goals directly to the player, but they create goals for themselves based on what they know of the world.")

Continue reading "Nuovo Award Finalists Revealed for 2011 Independent Games Festival" »

As part of the festivities leading up to the 25th iteration of GDC next February & March -- which is the host for the Independent Games Festival, Awards, and Summit, of course, organizers have appointed an official GDC historian, Jason Scott.

He is presenting video, audio, photos and attendee recollections from the last twenty-four iterations of CGDC and the Game Developers Conference events in a special section of the GDC website, and his latest post has special relevance to the Independent Games Festival.

The new post puts some freshly VHS-digitized video online -- a rare showreel of the first-ever Independent Games Festival finalists, from March 1999. Go check it out now!

December 20, 2010

Following the announcement of the eight finalists for the 2011 Independent Games Festival Nuovo award, which is intended to "honor abstract, shortform, and unconventional game development which advances the medium and the way we think about games", the IGF Nuovo Jury has released an official statement explaining and expanding upon the reasoning behind this year's picks.

The Nuovo Jury's finalist statement discussing and justifying their picks - also adding a number of 'honorable mentions' for games that were just outside the finalist selection, but had fascinating characteristics - reads as follows:

"Thanks to everyone who submitted their games to the Independent Games Festival this year, all of whom were in consideration for this award. Our larger body of Main Competition judges nominated nearly 75 games for this year's Nuovo award, all of which represented an enormous breadth of boundary-pushing ideas, concepts, mechanics and viewpoints.

This year, the Nuovo Jury discussion focused on celebrating games that not only embody a strong authorial voice, but "open the eyes of the audience (and other developers), that provoke discussion... not for the sake of being contrary, but for the sake of expanding the form, of treading on unexplored terrain."

The jury also felt Nuovo finalists should make the player "feel lost at the beginning because they've never experienced such a language before, but then should feel delight when they manage to 'understand' it, and feel eager to build on it," and should "have some obscure magic that transcends analysis and picking apart of individual design choices."

Keeping these criteria in mind, the discussion focused on the games that were most-recommended by Main Competition judges, as well as our own picks from IGF entrants. We have decided (via online discussion and jury voting) on the following finalists for the 2011 IGF Nuovo Award, each of which will receive All-Access GDC 2011 tickets and the opportunity to exhibit their game in the conference's IGF Pavilion:

Finalists

- A House in California (Cardboard Computer)
As a retro-styled point-and-click adventure, A House in California was praised for taking the mechanics of that classic genre and repurposing them "in strange and touching ways to create a game that's about stuff that games are rarely about (memory, childhood, generations, and the importance of physical places to all of these things)."

- Bohm (Monobanda)
Monobanda's reflective, zen-like tree-growing experience surprised the jury with the "audio/visual follow through" to its straightforward and ambitious concept, with one juror noting how quickly they became "immersed, despite my generally cynical attitude towards games that proclaim poetic beauty."

- Brutally Unfair Tactics Totally OK Now (B.U.T.T.O.N.) (Copenhagen Game Collective)
B.U.T.T.O.N.'s raucous approach to essentially controller-less play (bar its titular set of buttons) was praised for going "programmatically in the opposite direction" of the wider industry's take on motion controls like Kinect, Move and the Wii, which "aspire to control and discipline your movement," and was called "one of the few titles here that potentially introduce a new kind of gameplay instead of adding a new twist to existing forms."

- The Cat and the Coup (Peter Brinson and Kurosh ValaNejad)
This "documentary" game of the first democratically-elected Prime Minister of Iran, told from the vantage point of his cat, was called out both for how "the physics system functions as a broad metaphor for instability," and its unique mix of "Islamic art and dada collage," and for perfectly embodying the Nuovo Award's various "abstract, shortform, authorial, unconventionally fun, meaningful" criteria.

- Dinner Date (Stout Games)
Stout's first-person/internal-monologue of a would-be romantic-encounter was noted not just for being "about something totally untouched by games", but for being a game that symbiotically manipulates both the protagonist's subconsciousness and that of the player as well, and was praised for being more "play as in theater or instrument than it is play as in sports."

- Hazard: The Journey of Life (Demruth)
Built on top of the Unreal engine but employing "abstract pseudo vector graphics", Hazard was said to be a textbook example of a 'Nuovo' game for using all the "storming through corridors" conventions of the first person shooter to create a deeper examination of personal philosophy.

- Loop Raccord (Nicolai Troshinsky)
A 'video editing game' involving synchronizing video clips, Loop Raccord was specifically noted for being a work that "would NEVER have been made by a commercial studio," and for taking on the Nuovo Award's challenge of "advancing the medium and the way we think about games" by dealing with aspects "more related to fine art than the gaming world."

- Nidhogg (Messhof)
Variously praised as "stylish, perverse, incredibly deep, elegant, compelling and joyful", Messhof's tug-of-war swordplay was most often called out for its "hip, lo-fi, punk" aesthetic, but more importantly, for "supporting players in expressing themselves in a variety of ways" and "creating a social space and a spectacle through its play."

Honorable Mentions

There were many titles that were recommended or advocated for by judges and received multiple votes in our final tally, but did not make the Finalist list due to insufficient votes. Nonetheless, we're happy to mention and recommend these titles as Nuovo 'honorable mentions', that those interested in alternative independent games should certainly check out:

- Amnesia: The Dark Descent (Frictional Games) A deeply psychological, unique take on the first-person/immersive horror game.

- Choice Of Broadsides (Choice Of Games) A Royal Navy text adventure with deep consequences.

- Faraway (Steph Thirion) A fantastically stylish, joy-provoking arcade game of constellation creation.

- Feign (Ian Snyder) An "exploration of the metaphysics of virtual space."

- Spy Party (Chris Hecker) Like a Turing-test in reverse, a game of "acting as artificial intelligence," and a thrilling one-on-one battle of wits.

Thanks,
Daniel Benmergui, Ian Bogost, Auriea Harvey, Clint Hocking, Rod Humble, Jesper Juul, Frank Lantz, Paolo Pedercini, Jason Rohrer, Michael Samyn, Justin Smith, Eddo Stern, Eric Zimmerman [IGF 2011 Nuovo Jury]."

Continue reading "2011 IGF Nuovo Awards: Jury Statement About Finalists" »

December 13, 2010

Organizers of the 2011 Independent Games Festival are pleased to announce the jury panel that will determine the finalists and winner of its Excellence in Visual Art award, a category which seeks to highlight the innovation and quality in visuals for indie games.

Prior finalists and winners of the IGF Visual Art award have gone to entrants which featured impressive displays of the craft of games, including The Behemoth's vibrant cartoon-ish beat-em-up Castle Crashers, Polytron's 2D/3D "trixel"-based puzzle platformer Fez, Amanita Design's hand-painted adventure game Machinarium, and Playdead's equal parts soft and stark monochromatic puzzler Limbo.

This year, the jury will receive recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners, finalists and game development notables including Jon Chey, Soren Johnson, Brandon McCartin, Miguel Sternberg and Tom Sennett) as they consider the merits of each of the five finalists and eventual award winner.

The jury consists of the following:

- Craig Adams (as 'Superbrothers', art director & co-creator of the IGF award winning Superbrothers: Sword & Sworcery EP.)
- Grant Duncan (founding member & artist on Hello Games' IGF finalist Joe Danger.)
- Jakub Dvorsky (founder, Amanita Design, creators of multiple IGF award winning games like Samorost & Machinarium.)
- Phil Fish (chief creative officer at Polytron Corporation, creators of the IGF award winning Fez.)
- Kyle Gabler (co-founder of 2D Boy, creators of IGF award winner World of Goo; co-founder of upstart indie dev Tomorrow Corporation.)
- Edmund McMillen (co-creator of IGF finalists Super Meat Boy, Coil.)
- Paul Robertson (lead animator, Ubisoft's Scott Pilgrim Vs the World: The Game, creator of short films 'Pirate Baby's Cabana Battle Street Fight 2006' & 'Kings of Power 4 Billion %'.)
- Ben Ruiz (art director, Flashbang Studios on games like Off-Road Velociraptor Safari & Minotaur China Shop.)
- Patrick Smith (as 'Vectorpark', creator of games & interactive toys like Windosill, Feed the Head & Levers.)
- Derek Yu (illustrator and designer of Spelunky & the IGF award winning Aquaria, EIC of indie community TIGSource.)

Continue reading "2011 Independent Games Festival Announces Excellence in Visual Art Jury" »

December 11, 2010

Organizers of the 2011 Independent Games Festival are pleased to announce the jury panel that will determine the finalists and winner of its Seumas McNally Grand Prize, the top category which seeks to highlight the the top innovation, quality, impressiveness, and enjoyability of all games entered in this year's Festival.

Prior finalists and winners of the IGF Seumas McNally Grand Prize, named in honor of the late creator of 2000's IGF award-winning Tread Marks, have included Kloonigames' hand-drawn puzzler Crayon Physics Deluxe, Erik Svedang's charmingly surrealist adventure Blueberry Garden, and Pocketwatch Games' abstracted multiplayer heist game Monaco.

This year, the jury will receive recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners, finalists and indie game notables including Alex May, Kellee Santiago, Jarrad 'Farbs' Woods, Brandon McCartin, and Miguel Sternberg) as they consider the merits of each of the five finalists and eventual award winner.

The jury, made up of representatives from all the Festival's specific category jurists, consists of the following:

- Danny Baranowsky (Founder of dB soundworks and musician behind games like Canabalt & 2010 Excellence in Audio finalist Super Meat Boy.)
- Raigan Burns (Co-creator of Metanet's IGF award-winning N.)
- Ron Carmel (Co-creator of 2D Boy's IGF award-winning World of Goo.)
- Dylan Cuthbert (co-founder and designer at Q-Games, creators of the PixelJunk series of games.)
- Jakub Dvorsky (founder, Amanita Design, creators of multiple IGF award winning games like Samorost & Machinarium.)
- Phil Fish (chief creative officer at Polytron Corporation, creators of the IGF award winning Fez.)
- Kyle Gabler (co-founder of 2D Boy, creators of IGF award winner World of Goo; co-founder of upstart indie dev Tomorrow Corporation.)
- Kyle Gray (designer of Henry Hatsworth in the Puzzling Adventure, co-founder Tomorrow Corporation and Experimental Gameplay Project.)
- Robin Hunicke (designer and producer on games including MySims & Boom Blox, currently working on Journey at thatgamecompany.)
- Frank Lantz (co-founder of crossmedia game company Area/Code, responsible for games like Drop7, Parking Wars and Spore Islands, and Director of the NYU Game Center.)
- Edmund McMillen (co-creator of IGF finalists Super Meat Boy, Coil.)
- Andy Nealen (Assistant professor of computer science at Rutgers University & core team member of Hemisphere Games, creators of the IGF award-winning Osmos.)
- Paolo Pedercini (game developer at Molleindustria [Every Day The Same Dream], artist and educator at the School of Art at Carnegie Mellon University.)
- Kris Piotrowski (co-founder & creative director at Capy, creators of games including Critter Crunch, Might and Magic: Clash of Heroes.)
- Petri Purho (designer of the IGF award winning Crayon Physics Deluxe
- Tommy Refenes (Team Meat engineer behind 2010 IGF Finalist Super Meat Boy.)
- Margaret Robertson (former editor of Edge Magazine and consultant, now designer and development director at Hide&Seek;)
- Adam Saltsman (co-founder of Semi Secret Software, creators of Wurdle, Gravity Hook HD & Canabalt.)
- Andy Schatz (founder of Pocketwatch Games, creators of the IGF nominated Wildlife Tycoon: Venture Africa and the IGF award winning Monaco.)
- Mare Sheppard (co-founder of Metanet Software, creators of N.)
- Randy Smith (co-owner and designer at Tiger Style, creators of Spider: The Secret of Bryce Manor, former designer on the Thief series.)
- Steve Swink (co-founder, Enemy Airship, creators of the upcoming Shadow Physics.)
- Nathan Vella (co-founder & president of Capy, creators of Might & Magic: Clash of Heroes and IGF award winners Critter Crunch & Superbrothers: Sword & Sworcery EP.)
- Matthew Wegner (co-founder & CEO of Flashbang Studios, creators of Off-Road Velociraptor Safari, Minotaur China Shop & Time Donkey.)

Continue reading "2011 Independent Games Festival Debuts Jury For Seumas McNally Grand Prize" »

December 7, 2010

2010techexc.jpgOrganizers of the 2011 Independent Games Festival are pleased to announce the jury panel that will determine the finalists and winner of its Technical Excellence award, a category which seeks to highlight the innovation and quality in game engines and code.

Prior finalists and winners of the IGF Technical Excellence award have gone to entrants which featured impressive displays of the craft of games, including Dylan Fitterer's sonic-landscape racing/puzzle category finalist Audiosurf and that year's winner from 2D Boy, World of Goo, Data Realms' 2009 2D platforming-action winner, Cortex Command, and the 2010 award winning Limbo, for its finely rendered and physically reactive monochromatic world.

This year, the jury will receive recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners, finalists and indie game notables including Jarrad 'Farbs' Woods, Alex May, Robin Lacey, Ichiro Lambe, and Erin Robinson) as they consider the merits of each of the five finalists and eventual award winner.

The jury consists of the following:

- Renaud Bedard (Polytron engineer behind IGF award-winning Fez.)
- Raigan Burns (Co-creator of Metanet's IGF award-winning N.)
- Ron Carmel (Co-creator of 2D Boy's IGF award-winning World of Goo.)
- Chris Delay (Lead designer, artist and programmer at Introversion, creator of Uplink, DEFCON & the IGF award-winning Darwinia.)
- Ryan Doyle (Former programmer on Criterion's Burnout series and Geometry Wars: Galaxies; co-founder and Technical Director of Joe Danger creator Hello Games.)
- Alec Holowka (Founder of Infinite Ammo, and co-creator of IGF award-winning Aquaria.)
- David Kalina (Former AI programmer behind Splinter Cell, Deus Ex: Invisible War & Thief: Deadly Shadows; owner & engineer of Tiger Style, behind IGF Mobile award-winner Spider: The Secret of Bryce Manor.)
- Anna Kipnis (AI and game play programmer for Double Fine, behind games like Psychonauts Brutal Legend.)
- Andy Nealen (Assistant professor of computer science at Rutgers University & core team member of Hemisphere Games, creators of the IGF award-winning Osmos.)
- Tommy Refenes (Team Meat engineer behind 2010 IGF Finalist Super Meat Boy.)
- Ivan Safrin (Visual artist and programmer behind games like Owl Country & Bit World.)
- Dan Tabar (Founder of Data Realms, creator of 2009 Technical Excellence award-winning Cortex Command.)

Continue reading "2011 Independent Games Festival Announces Technical Excellence Jury" »

Organizers of the second annual Independent Games Festival China have announced winners for the Asian and Australasian indie games showcase in Shanghai, with South Korean developer Turtle Cream's 2D tile-flipping platformer Sugar Cube getting the Best Game prize, and a host of other notable winners.

Following the announcement of the finalists last month, the teams attended a special awards show at the Shanghai International Convention Center during GDC China last night, where the winners of each category were revealed.

Supported by Platinum Sponsor Crystal CG and Gold Sponsor NetEase, the winners of the 2010 Independent Games Festival China announced at the award ceremony include unique modular 'tower defense'-style title The White Laboratory, which won Best Student Game, and The Voxel Agents' addictive iPhone/iPad puzzle hit Train Conductor 2: USA, which took Best Mobile Game.

The winners of the 2010 IGF China awards are:

Best Game: Sugar Cube (Turtle Cream, South Korea) [RMB 20,000, $3,000]
Best Mobile Game: Train Conductor 2 (The Voxel Agents, Australia) [RMB 10,000, $1,500]
Excellence In Audio: Skillz: The DJ Game (Playpen Studios, Hong Kong) [RMB 5,000, $750]
Excellence In Visual Arts: ButaVX: Justice Fighter (Nekomura Games, Singapore) [RMB 5,000, $750]

Best Student Game: The White Laboratory (Huazhong University of Science & Technology, China) [RMB 10,000, $1,500]
Excellent Student Award: Dead Steel (Media Design School, Auckland, New Zealand) [RMB 3,000, $450]
Excellent Student Award: Ponlai (National Yunlin University of Science and Technology, Taiwan) [RMB 3,000, $450]

Continue reading "2010 IGF China Announces Asian, Australasian Indie Winners" »

December 2, 2010

igfchina2k10.jpgIndependent Games Festival organizers are reminding that GDC China 2010 kicks off this Sunday at the Shanghai International Convention Center in Shanghai, China, and there are multiple IGF and Independent Games Summit-related events happening at the show.

As the latest official news on the event explains:

- The Indie Games Summit at GDC China takes place on Monday, December 6th, and centers on discussions around successful development and marketing tactics from leading independents.

Some of the featured speakers at IGS China 2010 include a lecture from IGF 2010 Grand Prize winner Andy Schatz (Monaco), acclaimed indie Erin Robinson (Puzzle Bots), an Osmos postmortem from Eddy Boxerman and Andy Nealen, insight from Joe Danger creator Hello Games' Grant Duncan, discussion on the experimental design of Shadow Physics from Steve Swink, and a Chinese indie-centric talk from 4399.com.

- The 2nd annual Independent Games Festival China will have finalist games playable on the GDC China Expo show floor on Sunday and Monday, December 5th and 6th.

- In addition, the IGF China Awards Ceremony open to all GDC China 2010 attendees on Monday, December 6th at 7pm on the 7th floor of the Convention Center, with the best of Asian indie titles honored.

GDC China's online registration has now ended, but in-person registration starts on Saturday, December 4th, the day before the show, and is available from 1pm to 6pm in the lobby of the Oriental Riverside Hotel, Shanghai (the hotel connected to the Shanghai International Convention Center).

Registration is also possible on-site from 8am on Sunday, December 5th, the first day of the show -- for more information on all aspects of GDC China in both English and Chinese languages, please visit the official GDC China website.

November 17, 2010

Hello, all! So, as you can see below, we've teamed up with NYC-based indie arcade collective Babycastles to run an Independent Games Festival 2010 exhibit at their Manhattan show-space.

The limited-time exhibition is opening this Thursday - November 18th, nightly through Saturday, November 27th, with special musical guests on the opening and closing nights.

IGF_AT_BABYCASTLES_WEB_3.JPG

I tried to bring together a wide-ranging group of both finalists and winners across all categories that -- most importantly -- would "show well" in a space where noise (and, for its opening and closing parties, sobriety) levels weren't guaranteed.

We think it turned out to be a nice mix that might introduce new people to games that are already out in the marketplace, as well as games that even many tried and true indie fans might not have had much of a chance to play, especially in public.

To that end, we've got last year's Grand Prize winner Monaco available for full-multiplayer testing, as well as a special build of Cactus's Nuovo winner Tuning, which -- if all goes according to plan -- will be projected across one of the show-space walls.

Babycastles has also put together a stellar lineup of chiptune artists for the opening and closing parties, the latter of which I'll be flying in from London on November 27th to attend, and hopefully get a chance to play some of the selections with you all!

You'll find more details on Thursday's free opening night show -- taking place at 217 E 42nd St -- via Babycastle's Facebook page.

Alternatively, you can also click the flyer image above for a slightly higher-res version perfect for printing and framing -- a huge thanks to friend of IGF Cory Schmitz for working up a truly beautiful show poster!

November 11, 2010

Organizers of the 2011 Independent Games Festival are pleased to announce the jury panel that will determine the finalists and winner of its Excellence in Audio award, a category which seeks to highlight the best musical & sound innovation, quality, and impressiveness in independent gaming.

Prior finalists and winners of the IGF Excellence in Audio award, which will be given out at Game Developers Conference 2011 next March, earned recognition for games that took an entirely new and unique to approach to sound in games or otherwise excelled at their craft.

These have included Queasy Games' abstract acoustic guitar shooter and 2007 award winner Everyday Shooter, 2008 finalist guitar-controller platformer Fret Nice, 2009's ultra-stylized finalist PixelJunk Eden from Q-Games and Osaka musician/DJ Baiyon, and the atmospheric 2010 award winning Closure (pictured).

This year, the jury will receive recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners, finalists and indie game notables including Ron Carmel, Andy Schatz, Ramiro Corbetta, Kellee Santiago, and Olivier Lejade) as they consider the merits of each of the five finalists and eventual award winner.

The 2011 IGF Excellence in Audio award jury consists of the following:

- Danny Baranowsky (Founder of dB soundworks and musician behind games like Canabalt & 2010 Excellence in Audio finalist Super Meat Boy.)
- Vincent Diamante (Composer and sound designer behind PS3 indie hit Flower, audio & game design teacher at USC's School of Cinematic Arts.)
- Jordan Fehr (Sound designer/editor/mixer with credits on Super Meat Boy, Donkey Kong Country Returns, SteamBirds, Realm of the Mad God, & Spewer.)
- Dylan Fitterer (Creator of music-puzzle racer and 2008 IGF Excellence in Audio winner Audiosurf.)
- David Lloyd & Larry Oji (Respectively, musician and founder of game music site OverClocked ReMix; OCR head and soundtrack director on Capcom's Super Street Fighter II Turbo HD Remix.)
- Matt Piersall (Founder of GL33K, the indie audio studio behind games like Splosion Man, Comic Jumper, Epic Mickey & Donkey Kong Country Returns.)
- Emily Ridgway (Music director and audio designer on games like BioShock, Brutal Legend & Costume Quest.)
- William Stallwood & Dain Saint (Respectively, creative director & technical director of Cipher Prime Studios, creator of ambient music puzzler Auditorium.)
- Rich Vreeland (Composer, sound designer, netlabel curator, and chiptune musician performing as Disasterpeace.)
- Josh Whelchel (Independent composer behind The Spirit Engine 2 & Bonesaw: The Game and works for UbiSoft, MTV and Zynga.)

Continue reading "2011 Independent Games Festival Announces Audio Award Jury" »

 
 

 

 

 
 
 
 
 
     
 
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