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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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Features

Split Community: Kongregate to Host Contest for Ludum Dare

August 21, 2012 9:30 PM | John Polson

ludum dare 24.gifThe indie dev community appears split over Kongregate's new contest which attaches a monetary prize to this weekend's Ludum Dare 48- and 72-hour competitions. Kongregate's prizes total $2,400 for the three games which are the highest voted on their service. From the judging rules, they are "100% popularity based on the average five-star user rating on Kongregate.com as of 11:59:59 p.m. PT on September 28, 2012."

Ludum Dare organizer Mike Kasprzak clarified that the two events should be seen as separate. "It's not sponsorship. We aren't getting a dime."

Organizer Phil Hassey said Kongregate approached them a while back. Hassey responded, "We would be totally cool with you creating a post on LudumDare.com telling the Flash devs that 'Hey, put your Ludum Dare game on Kongregate, and we'll do a community competition' or whatever. While we don't offer prizes as part of Ludum Dare, we have no problem with encouraging people to seek out prizes as part of separate but related competitions."

Hassey explained that organizers have encouraged entrants to take their games to the next level. Several of them have gone on to win prizes in the IGF and other competitions.

Ludum Dare's rules have not changed this competition, but the Kongregate contest asks submissions to conform to stricter standards. Users must integrate Kongregate Statistics API and heed a laundry list of restrictions.

Legendary 1979 TRS-80 Game Developer Returns To Rebuild in Unity

August 20, 2012 6:00 AM | Konstantinos Dimopoulos / Gnome

leo trs 80.pngLeo Christopherson must have been a great math teacher, we'll probably never really know, but we will always be certain of the fact that he was an excellent TRS-80 programmer and game designer that wowed computer gamers back in the late 70s and early-to-mid 80s. He was also very close to the archetype of what we'd today describe as an indie developer, what with him being a one man team with unique and quirky ideas, who still fondly remembers "the successes I had with graphics and sound on the old TRS-80 as being some of the best moments of my life. I would hope programmers today can experience that too, but I'm not sure how things go in the large teams of experts these days where each person is involved with one small aspect of the final result".

Leo came up with such classic games as Dancing Demon, Android NIM and Voyage of Valkyrie that are still remembered, loved and played to this day. "You know, it's really humbling that I still get emails from folks that were just kids back when I was programming on the TRS-80's" he told Jim McGinley who interviewed him and provided the quotes for this article. "They all say how much they enjoyed the programs, and I'm really pleased at how many mention that their careers in the computer field were inspired by my little programs".

IGF China Seeking Indie Game Submissions for 2012 Event

August 17, 2012 8:43 PM | Staff

gdcchina gama.jpgThe Independent Games Festival China - which will take place alongside this November's GDC China in Shanghai - has opened its call for submissions and is accepting indie game entries from the pan-Pacific area from now through September 10.

Following its success from previous years, GDC China will once again host all three main elements of IGF China, including the IGF Summit, the IGF Pavilion, and the prestigious IGF Awards.

Now in its fourth year, the IGF Summit at GDC China will feature sessions from some of the world's top developers, while the IGF Pavilion will showcase some of the region's best independent and student games.

And of course the IGF Awards - which are split into both Main and Student competitions - will honor the many talented developers in the pan-Pacific area.

The Real Story of Developing for Nintendo's Download Platforms

August 16, 2012 3:00 AM | Staff


Gaijin Games' Bit.Trip Beat

Nintendo is typically the butt of the joke when it comes to digital storefronts and sales. Developers have routinely lambasted the company's services -- WiiWare, in particular, and DSiWare -- over the past couple of years.

Trent Oster, co-founder of Beamdog Studios, which ported MDK 2 to WiiWare, told Gamasutra earlier this year that Wii (and WiiWare) "isn't a good platform for developers." He also cited problems with how Nintendo handles payments, file size limitations and game certification.

Icon Games released numerous titles for WiiWare -- such as Stunt Cars, Family Games and Soccer Bashi -- and had even harsher words for the digital platform.

"... The WiiWare store is horribly inflexible; so if a title isn't selling you have no options to boost sales," head of development Richard Hill-Whittall wrote on the company's blog. "You can't change the price point, they don't run sales or promotions, you can't update the game once it is on sale unless there is a critical bug found, etc."

Don't Let Popular Opinion Get in the Way of Your Vision

August 15, 2012 3:30 AM | Staff

beat sneak bandit gama.gifSimon Flesser and Magnus Gardeback of mobile game studio Simogo urged developers at GDC Europe today to "base [design and business] decisions on what feels right instead of what is considered right."

With the studio's first game, 2010's Kosmo Spin for iOS, the two-man team created the game following all the rules you're "meant" to follow -- 99 cent price, small file size, lots of updates and a very casual setting. These are the elements they had read would make their game sell.

Simogo's second game Bumpy Road also attempted to incorporate a number of these "popular" mobile game elements, with lots of updates released post-launch and cut-price sales from time to time. However, the game was priced higher than 99 cents, and yet still managed to sell solidly, making the development pair question whether there really was a set way to sell mobile games.

Earlier this year, Beat Sneak Bandit was released -- a rather niche rhythm game that was "deliberately difficult" and required that the player had a lot of patience.

It broke every mobile game rule, says Flesser and Gardeback, providing players with hardcore gameplay that featured no in-app purchases, no cross-promotion, no ads, and no cut-price sales at all.

Indie Tools: articy:draft

August 14, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

articy.pngThere are some times when you run into things you didn't even know existed and then go on and wonder how anyone could live without them. It's those times when you either feel consumerism has finally gotten to you or you are a designer of complex games and discover such tools as articy:draft.

As I sincerely hope you are a designer and not someone who's ready to spend quite a lot of money on the "first professional tool for story and game design", let me just say that articy:draft is a truly impressive program. Or, well, at the very least and after putting marketing jargon aside, the very first tool of its ilk I have ever ran into, and I'm utterly loving it.

Sound Shapes Q&A;: Prototyping for PlayStation Consoles

August 13, 2012 1:00 PM | jeriaska

soundshapes_478.jpgShaw-Han Liem, Jonathan Mak and Jason Degroot "6955" at the E3 Expo

Queasy Games' Sound Shapes for PlayStation 3 and PS Vita is a sidescrolling platformer, where level design generates sound design. The game allows you to customize your own stages in its level editor, incorporating building blocks designed by guest artists like Beck and deadmau5, and share those results over the PlayStation Network.

Queasy's Jonthan Mak won three Independent Games Festival awards for his solo effort Everyday Shooter, a marker of its inventive unity of gameplay, graphics and sound. This time around, audio has been overseen by Shaw-Han Liem, the composer of the I Am Robot and Proud series of electronic music albums.

In reaching out to visual artists like indie dev team Pixeljam to craft sprites for the game, Toronto chip musician Jason DeGroot, aka "6955," has been tasked with coordinating creative collaborations over the course of development. In this interview we hear about the prototyping process that preceded the recent launch of Sound Shapes.

In interviews you have said that Everyday Shooter got its start after you decided to turn your attention away from a more elaborate project to try out something simpler in design. Sound Shapes, it's been mentioned, got its start five years ago in a basement. What objectives were guiding you at the beginning?

Jonathan Mak: This is kind of the exact opposite. It started off with Shaw-Han and I creating visualizers for live music shows. We started talking about doing a game, but the problem was that at that point I still had Everyday Shooter stuck in my head.

Shaw-Han Liem: We grew up like a block away from each other but never met until around six years ago. I had been getting into projections and processing, and since he has so much experience doing coded visuals, it made sense to talk.

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack

August 10, 2012 2:00 PM | John Polson

Dynamite-Jack.jpgIn a rather novel pay-once, cross-platform experiment, Galcon developer Phil Hassey has offered a limited deal to give iOS purchasers of Dynamite Jack free Humble Store codes for PC.

The App Store's fierce restrictions on game codes limits this experiment such that consumers must pay for the iOS version first to get the Windows, Mac, and Linux versions free. Whereas Humble Store and Steam developers can get virtually unlimited codes for their games to distribute, Apple only gives 50 free codes per update.

To make this sale reciprocal for PC, Hassey would have had to buy the codes himself, so Apple could keep its 30% profit. Prepping for this promotion with 10,000 iOS codes would have cost him around $9,000 instead of $0.

Despite not being able to reciprocate this sale to PC owners, Hassey said he has received no complaints or backlash so far. "I reassure them that they can give their extra desktop code to a friend, so they still get benefit from this promotion."

What do Symphony, Rigonauts, Deponia, and Unmechanical Have in Common?

August 9, 2012 9:00 PM | John Polson

collage august 2012.jpgIndie games Symphony, Rigonauts, Deponia, and Unmechanical have all hit Steam and other online stores over the past few days, offering players a healthy variety of genres for the upcoming weekend. English Country Tune is in a slightly different boat, finally releasing on Steam today after being available through the Humble store since November 2011.

Each of the games is highlighted after the jump.

Ask IndieGames: Which genres do you want to see indie developers tackle?

August 5, 2012 8:00 AM | John Polson

This month's Ask IndieGames explores the genres and games we want to see indie developers tackle. Our blog is full of great platformers and twin-stick shooters, so we wonder what other genres merit exploration within the indie space.

mike rose.jpgMike Rose: I really enjoyed the recent 7DFPS challenge, and the great angles that some of the participants went for. The FPS genre is pretty weird in that it barely ever goes anywhere new, with the same ideas used over and over again, yet it's been going on for so long now that we've just stopped caring whether we're playing the very same games over and over again. We should definitely be looking to push the genre forward and explore new angles with it, and I think indie devs are in the best position to experiment with it.

Other than that, I'd love to see more sport or management games from indie devs. These are two genres that I'm not even that interested in to be perfectly honest, but I think there is a huge amount of scope for expansion on concepts and innovation. The Kairosoft games, for example, are utterly fantastic management titles that have brought a lot of people into a genre they perhaps wouldn't normally touch. We need more like that. New Star Soccer is also a great management/sports game, so simple yet so addictive. More of that kind of thing would be perfectly fine with me.

Desktop Features

Split Community: Kongregate to Host Contest for Ludum Dare
-August 21, 2012 9:30 PM

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

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

Indie Tools: articy:draft
-August 14, 2012 7:30 AM

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

What do Symphony, Rigonauts, Deponia, and Unmechanical Have in Common?
-August 9, 2012 9:00 PM

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 AM

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

Comic Market 82 Previews and Demos
-August 2, 2012 8:00 PM

Hardcore Restaurant Sim Preview: Cook, Serve, Delicious (Vertigo Gaming)
-July 30, 2012 6:00 PM

The Day After #ScreenshotSaturday 5
-July 29, 2012 9:30 PM

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

The Day After #ScreenshotSaturday 3
-July 15, 2012 10:00 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

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Take this survey on the motivations of Kickstarter contributors
-July 6, 2012 5:00 PM

Games Like Spelunky That Do Not Require An Xbox 360
-July 4, 2012 11:00 AM

A Developer Love Letter to Spelunky
-July 4, 2012 10:00 AM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

The Day After #ScreenshotSaturday 1
-July 1, 2012 6:00 PM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 PM

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

Letter From The Chairman: Welcome back (soon!) for IGF 2013
-June 19, 2012 12:00 PM

Furthering Important Discussions -- Indie Game: The Movie Released
-June 12, 2012 2:00 PM

Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen
-June 10, 2012 8:00 AM

Arkedo's Guermonprez: E3 is 'Out of Focus with Reality'
-June 9, 2012 7:00 PM

Inaugural Jam O'Clock Starts Today: Ludum Dare Staff, Bennett Foddy Weigh in
-June 8, 2012 1:00 PM

Immortal Defense Developer Paul Eres' Saturated Dreamers
-June 8, 2012 3:00 AM

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

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

Want To Win A Copy Of The Journey Down?
-May 20, 2012 4:00 PM

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Serious Sam's Latest Indie Outing Grew Into More Than Marketing
-May 16, 2012 1:00 AM

Ludum Dare 23: A Winner is You
-May 13, 2012 9:40 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Lone Survivor Is Full Of Horror Game Tropes, But That's The Beauty Of It
-May 6, 2012 4:00 AM

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

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Benjamin Rivers On The Importance of Boxing Up His Home
-April 25, 2012 2:00 PM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

Postmortem: What Would Molydeux - A Global Game Jam
-April 4, 2012 1:00 AM

Interview: Metroidvanias and Environmental Station Alpha with Hempuli
-April 3, 2012 2:00 PM

Interview: Experimental Deep Sea Terrifies Players with Sound, Blindness
-April 2, 2012 5:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Road to the IGF: thechineseroom's Dear Esther
-March 5, 2012 3:00 AM

Road to the IGF: Awesome Shark Volcano on Nous
-March 4, 2012 12:00 PM

Road to the IGF: Patrick Sullivan on Dust
-March 2, 2012 3:00 PM

Road to the IGF: Team M.I.A.'s The Snowfield
-March 1, 2012 3:00 PM

Q&A;: Jessica Curry's Dear Esther Soundtrack
-February 29, 2012 7:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

Road to the IGF: Mario Castaneda's and Ty Taylor's The Bridge
-February 28, 2012 3:00 AM

Siddhartha Barnhoorn Q&A;: Antichamber Suite
-February 27, 2012 12:30 AM

Road to the IGF: State of Play's Lume
-February 24, 2012 7:00 PM

Indie Royale launches first-ever 'Alpha Collection'
-February 23, 2012 3:15 PM

Code Hero teaches programming through gaming
-February 23, 2012 7:00 AM

Road to the IGF: Daniel Benmergui's Storyteller
-February 21, 2012 5:00 AM

Road to the IGF: Amanita Design's Botanicula
-February 20, 2012 5:00 AM

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Bennett Foddy's GIRP
-February 18, 2012 6:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

Road to the IGF: Alexander Bruce's Antichamber
-February 16, 2012 6:00 AM

Road to the IGF: Damp Gnat's Wonderputt
-February 15, 2012 6:00 AM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Road to the IGF: Expressive Intelligence Studio's Prom Week
-February 6, 2012 1:00 AM

Road to the IGF: Tom Francis' Gunpoint
-February 5, 2012 1:00 AM

Road to the IGF: Key and Kanaga's Proteus
-February 4, 2012 1:00 AM

Road to the IGF: Mode 7 Games' Frozen Synapse
-February 2, 2012 1:00 AM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

SkyGoblin's Theodor Waern Talks About Going From 2D To 3D
-January 3, 2012 6:00 PM

10 Indie Games To Watch Out For In 2012
-December 30, 2011 6:00 PM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

#indieVisibility End of Year Awards
-December 13, 2011 10:00 AM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Indie Black Friday Deals (Updates All Weekend)
-November 24, 2011 5:17 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

From Artist to Superimposing Game Designer: Chris Makris on Fader
-November 16, 2011 2:23 AM

Interview: Alec Holowka On Unity Tutorials, Alone In Dreams, And Isolation
-November 8, 2011 1:00 PM

Interview: Chevy Ray Johnston On Hollow's Deep, Adjusting To Large Projects
-November 7, 2011 12:00 PM

Interview: Soldat's Marcinkowski On Why Alpha Funding Will Save The Games Industry
-October 1, 2011 9:00 AM

Sense of Wonder Night 2011 Live Streaming This Friday 16th
-September 13, 2011 6:00 AM

Soul Brother OST on BandCamp! Lone Survivor Back on Track?
-September 11, 2011 4:01 PM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Review: Beautiful Escape - Dungeoneer (Nicolau Chaud)
-August 9, 2011 4:00 PM

Nuclear Dawn Screenshots + Interview
-August 4, 2011 3:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

Indie Selections For 2011 'PAX 10' Showcase Announced
-July 9, 2011 1:00 AM

Q&A;: The Publication of Gemini Rue
-June 16, 2011 11:05 PM

Feature: What Went Right And Wrong... Seven Times
-June 16, 2011 2:00 PM

Preview: Splatters (SpikySnail Games)
-June 9, 2011 3:00 PM

Console Features

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

The Real Story of Developing for Nintendo's Download Platforms
-August 16, 2012 3:00 AM

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

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 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

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Games Like Spelunky That Do Not Require An Xbox 360
-July 4, 2012 11:00 AM

A Developer Love Letter to Spelunky
-July 4, 2012 10:00 AM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 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

Letter From The Chairman: Welcome back (soon!) for IGF 2013
-June 19, 2012 12:00 PM

Furthering Important Discussions -- Indie Game: The Movie Released
-June 12, 2012 2:00 PM

Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen
-June 10, 2012 8:00 AM

Arkedo's Guermonprez: E3 is 'Out of Focus with Reality'
-June 9, 2012 7:00 PM

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

PS Mini Game Review: Velocity (Futurlab)
-May 18, 2012 2:00 AM

Serious Sam's Latest Indie Outing Grew Into More Than Marketing
-May 16, 2012 1:00 AM

A Storybook, Not a Novel: How The Unfinished Swan Took Shape
-May 12, 2012 7:00 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 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

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Review: Closure (Eyebrow Interactive)
-April 1, 2012 12:00 PM

Q&A;: Sound in Thatgamecompany's Journey
-February 28, 2012 7:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

PS Vita Launches, Indie Titles Earn Great (But Few) Reviews
-February 23, 2012 1:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

PSN developer Drinkbox Studios on porting code to 'mini-PS3' quality Vita hardware
-February 13, 2012 5:00 PM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

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

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

3DSWare Review: Mutant Mudds (Renegade Kid)
-January 27, 2012 3:00 PM

3DSWare Review: Mighty Switch Force (WayForward)
-January 9, 2012 3:00 PM

10 Indie Games To Watch Out For In 2012
-December 30, 2011 6:00 PM

3DSWare Review: VVVVVV (Terry Cavanagh, Nicalis)
-December 29, 2011 4:00 PM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 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

Indie Black Friday Deals (Updates All Weekend)
-November 24, 2011 5:17 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

Sense of Wonder Night 2011 Live Streaming This Friday 16th
-September 13, 2011 6:00 AM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Fruit Ninja Kinect: Far More Fun Than You'd Imagine
-August 8, 2011 3:00 PM

Nuclear Dawn Screenshots + Interview
-August 4, 2011 3:00 PM

You Should Download Bastion
-August 4, 2011 12:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

Feature: What Went Right And Wrong... Seven Times
-June 16, 2011 2:00 PM

E3 2011: BIT.TRIP Complete (Gaijin Games)
-June 10, 2011 1:00 AM

E3 2011: Hands-On Impressions of Papo & Yo (Minority)
-June 9, 2011 7:04 PM

Preview: Splatters (SpikySnail Games)
-June 9, 2011 3:00 PM

Preview: Sound Shapes (Jonathan Mak)
-June 3, 2011 7:00 AM

Game Developer's May Issue Showcases Xbox Live Indie Games Postmortem
-May 9, 2011 7:28 PM

Mobile Features

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

Don't Let Popular Opinion Get in the Way of Your Vision
-August 15, 2012 3:30 AM

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

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 AM

The Day After #ScreenshotSaturday 5
-July 29, 2012 9:30 PM

The Day After #ScreenshotSaturday 3
-July 15, 2012 10:00 PM

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Take this survey on the motivations of Kickstarter contributors
-July 6, 2012 5:00 PM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 PM

Feature: 10 iOS Adventure Games You Must Play
-June 28, 2012 7:30 AM

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

Letter From The Chairman: Welcome back (soon!) for IGF 2013
-June 19, 2012 12:00 PM

Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen
-June 10, 2012 8:00 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

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 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

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

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

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Road to the IGF: Vlambeer's Ridiculous Fishing
-February 3, 2012 1:00 AM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

Azarashi: Studio Pixel's Leap to iOS
-January 25, 2012 10:30 PM

Review: Fingle (Game Oven Studios)
-January 19, 2012 3:00 AM

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

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

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

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

IndieGames.com Now Covers Android Games
-May 16, 2011 3:00 PM

Opinion: The Gods Of Goo
-May 11, 2011 3:32 PM

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