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About The IGF

IndieGames.com is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, Gamasutra.com and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Interviews

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".

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."

5 Tips for Making Great 16-Bit-Style Action Games

August 10, 2012 3:00 AM | Staff

volgarr gama.jpgBring up Shinobi III, Strider, or a number of other classic action titles to veterans of the 16-bit console game era, and you're likely to see a spark in their eyes, a fond remembrance for the good old games that the industry once produced -- 2D titles that demanded precise attacks, prescient acrobatics, and the sort of time investment that few adults could spare.

"A lot of people look at those games with nostalgia, but they don't really identify the fact that those games never actually stopped being fun," says indie developer Kris Durrschmidt. "These games aren't outdated. The game mechanics aren't outdated. People just stopped [making them]."

Durrschmidt, along with programmer Taron Millet, recently formed a startup called Crazy Viking Studios to create games that look and play like those action titles they remember from the Super Nintendo and Genesis' glory days, the kind of experiences that big publishers have, for the most part, since left behind.

The two have a history producing action-heavy sidescrollers; before forming Crazy Viking, they worked on a number of handheld licensed titles with cult followings at Griptonite Games, such as The Legend of Spyro: The Eternal Night (GBA), Spider-Man: Web of Shadows (DS), and most recently Shinobi 3D (3DS).

When Glu Mobile took over Griptonite last year and transformed it into a smartphone/tablet-focused studio, Durrscmidt and Millet decided it was time to strike out and create something unburdened by someone else's license or the often times irrational demands of IP owners.

Their first project, Volgarr the Viking, promises "16-bit style action from the golden era of arcade games, reimagined for today." To the untrained eye, it looks just like an SNES or Genesis title -- it even comes with a throwback box (provided you pledge enough money to its Kickstarter campaign) -- except the game's releasing for Windows PC.

Wooly spaceships, new frontiers: Launching an indie career with Voyager

August 9, 2012 2:00 AM | Staff

New-minted indie developer Ken Amarit is something of a jack of all trades, about to make his formal game dev debut on iOS with Voyager. Aiming to do the whole works on his own, he was drawn to emphasize perhaps the most unique of his many skills. It's his approach to game creation that holds interesting takeaways for all beginning indies, and those about to fly solo for the first time.

The most eye-catching feature of accelerometer-controlled flight game Voyager is its stop-motion animation, made out of felted wool. Not only did Amarit think the touchable look of the felted wool animation would be a good fit for iOS platforms, but it was also something he could bring to the competitive App Store landscape that few others could offer.

Reinventing stealth in 2D with Mark of the Ninja

August 3, 2012 8:00 PM | Staff

markofninja gama.jpgAlthough there are plenty of ninja games, quite few depict the ninja as the master of stealth and trickery he ought to be. And stealth games are precious rare in the platformer genre. But with its upcoming Mark of the Ninja, Klei Entertainment wanted to try a couple new things.

Nels Anderson is leading the game's design, and even tackled the early legs of the project all on his own. It's the first time Vancouver-based Klei has done multiple projects at once; work on Mark of the Ninja became possible once Shank 2 was underway. Anderson says his studio would rather encourage cool ideas when they're possible rather than wait for some unspecified "right time."

With Klei's well-received Shank games, "we had figured out all this stuff about creating a 2D game that has really good feel, tight responsive controls, and stylized, super-fluid 60-frames animation," he says. "So let's take those core fundamentals, and use them to do something completely different."

As a fan of stealth games, Anderson saw an opportunity to mix up the melee combat generally native to 2D platformers. "At a high level, part of the reason I like stealth games so much is... the flow of the game is all about the game pushing onto you. Some dudes show up, and you react," he explains.

But in stealth games the player is fundamentally undetected from the beginning: "It's the player that pokes and perturbs the world," Anderson says. "The flow of these games tends to be more about pull. You utilize your understanding of how the systems work, and you prod and disturb the game world in kind of an intersting way. That's why I like stealth games so much -- because it's not about reaction, it's about anticipation and planning."

The Project Zomboid Interview

July 30, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

pz_interview.pngProject Zomboid, the incredibly ambitious zombie survival RPG that pits gamers against loneliness, starvation, desperation, insanity and, yes, zombies, is about to get a brand new version, and Will Porter, Project Zomboid's writer and co-designer, is about to answer a few questions. So, uhm, read on!

So, Project Zomboid, a post-apocalyptic, zombie-infested RPG by The Indie Stone is having indie and PC gamers all excited; then again, who are The Indie Stone?

The Indie Stone are Marina 'Mash' Siu-Chong, Andy 'Binky' Hodgetts, Chris 'Lemmy' Simpson and me Will Porter. I also have silly nicknames but don't like to refer to myself with one, as I find it a little bizarre. We're an Indie collective that's partly based in Newcastle, partly near to Brighton and partly close to Canada. Our game also has a bunch of lovely contributors from all over the world, who all share our adoration of the shambling dead.

And you've decided to tackle zombies in a most unique and, dare I say, spectacular way. So, why did you decide on creating a deep RPG-like offering? Seems like these days FPSs are all the rage...

Well, I guess the easiest answer is because at PZ's core the development team is only really four people - one coder, two arty types and a writer. We all share the same vision and we all make gameplay decisions, but asking Chris to code an FPS all on his own would be a bit of an issue. (Then again he did actually do that once, and it didn't end well for either the game or his sanity!)

Chris and Andy have a background in modding the Sims and Civilization, they're really interested in systems, moodles and evolving gameplay. I think it was quite a natural decision to go with a survival simulator like PZ.

Will PlayStation Mobile be Xbox Live Indie Games all over again?

July 27, 2012 5:00 AM | Staff

psmxbl gama.jpgBack when Sony's PlayStation Suite was first detailed, it quickly became clear that it had quite the resemblance to a certain other digital platform -- one that has its share of, ahem, problems.

Sony's initiative, now known as PlayStation Mobile, is an exciting prospect that will allow any developer to register, pay $99 a year for a publisher license, and then develop and release as many games as they desire via the PlayStation Store, as long as said titles keep to the relatively lax service guidelines.

It just so happens that Xbox Live Indie Games, Microsoft's equivalent service for the Xbox 360, also has the exact same yearly membership fee, and features very similar standards in terms of what content can be submitted and how the process of development and submission is tackled.

The open-endedness of Xbox Live Indie Games has proven to be quite the double-edged sword, especially when paired alongside the poor discoverability of games on the service. Allowing any developer to produce games for the service meant that XBLIG quickly filled up with sub-par Xbox Live avatar games, and games with names like Try Not To Fart.

Even now, nearly four years after its original launch, XBLIG's top lists are filled to the brim with avatar games and Minecraft clones, with all the original, innovative titles that deserve recognition pushed well below the top list threshold.

Q&A;: Martin Stig Andersen on Limbo's Soundtrack

July 26, 2012 1:00 PM | jeriaska

msa-limbo-478.jpg
Presenting at the 2012 Game Developers Conference

Martin Stig Andersen's soundscape for Limbo received the Interactive Achievement Award for sound design from the Academy of Interactive Arts & Sciences. Recently released for Mac and PC, Limbo Special Edition comes bundled with a boy sticker, seven original art cards, 3D glasses and the award-winning soundtrack.

We had the chance to meet with the sound designer, together with French-language news site Musica Ludi, to hear about the process behind Playdead studio's independently funded game titles.

The soundtrack to Limbo has appeared on iTunes and Bandcamp. What were your initial thoughts on the process of taking this very dynamic, atmospheric game score and adapting it for a standalone soundtrack album?

Martin Stig Andersen: What is most frightening to me about making an isolated soundtrack is having to consider that while composing. Because I did not compose music outside the game, in a way I did not like the idea of releasing a soundtrack. Ideally, when you take the game design, art and music away from each other, each is ruined.

HFB Q&A;: A Brief History of SideTracks' PixelJunk Soundtrack

July 23, 2012 12:30 PM | jeriaska

sidescroller_478_width.jpg

Alex Paterson and Dom Beken of the hip-hop duo High Frequency Bandwidth were nominated for a BAFTA Award for their score to Q-Games' independently developed title PixelJunk Shooter.

The UK music group and Kyoto game studio have since collaborated on PixelJunk Shooter 2 and PixelJunk SideScroller for PlayStation Network. We had the chance to catch up with Dom Beken for a brief overview of the history behind the latest soundtrack release, SideTracks: The Soundtrack to Sidescroller, now out on iTunes and Amazon Mp3.

Sidetracks - Music from Sidescroller (Album Teezer) by Dom Beken

Q-Games appears to have integrated musicianship into the daily operation of the Kyoto office. Designers there have formed a band called the Electric Bends, and have uploaded an album to Bandcamp.

Dom Beken: We have a lively and amusing email string going on about production techniques. I only wish I could manage to knock out a few computer games over my lunch break.

Interviews & Desktop

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

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

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

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

The Project Zomboid Interview
-July 30, 2012 7:30 AM

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

Driving Discussion: Ashley McConnell on Online Racing Championship
-July 20, 2012 4:30 PM

Driving Discussion: Mario von Rickenbach on Krautscape
-July 18, 2012 8:00 PM

Driving Discussion: Joost van Dongen's Proun
-July 17, 2012 3:00 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

Q&A;: Logan Cunningham on Voice Acting in Resonance
-July 12, 2012 6:00 PM

Interview: Christine Love on Digital and Analogue Stories
-July 9, 2012 7:30 AM

Interview: Andrew Plotkin on Interactive Fiction
-July 6, 2012 7:30 AM

Indies Have to Stand out or Else, Says Arkedo's Guermonprez
-July 3, 2012 3:00 PM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

You're going to underestimate your work -- no matter what
-June 28, 2012 5:00 AM

Thomas Was Alone: From 24-hour prototype to fully-fledged game
-June 27, 2012 2:00 AM

Interview: Experimental Platformer Perspective is the Opposite of Fez, Crush
-June 26, 2012 1:00 AM

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

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

Dreadline Dev Plays with Gallows Humor
-May 31, 2012 1:00 AM

Facepalm Games Hopes to be the Next Big Indie Fund Success Story
-May 25, 2012 1:00 AM

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Wrack Devs Pump Old-fashioned Fun Back into the 'Drab' FPS Genre
-May 20, 2012 8:00 PM

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

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

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

In-house Tech Lays Foundation for Mesmerizing Reset Teaser Trailer
-April 27, 2012 2:00 AM

How Legend of Grimrock's Dev Rolled The Dice And Won
-April 26, 2012 3:00 AM

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

Seinfeld-inspired 5th Ave Frogger Uses Real-time Traffic Data
-April 24, 2012 3:00 AM

The Splatters Developer Breaks Out of the Tech-driven Israeli Game Scene
-April 19, 2012 3:00 AM

Jonas Kyratzes gets interviewed
-April 18, 2012 5:00 AM

PAX East 2012: Indie Devs Weigh in on Imitating Versus Innovating
-April 12, 2012 3:00 AM

Interview: Vince Twelve on Resonance
-April 11, 2012 5:30 AM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: Dan Marshall of Size Five Games
-April 5, 2012 5:00 AM

Journey Producer Hunicke Sees New Online Frontier at Tiny Speck
-April 5, 2012 1:00 AM

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

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

Anna Anthropy Turns a Personal Struggle into a Heartfelt Game
-March 31, 2012 12:00 PM

Changes at Thatgamecompany: Santiago Departs, New Game Underway
-March 29, 2012 11:00 PM

Amnesia: A Machine For Pigs: A Collaboration of Indie Horror
-March 28, 2012 5:00 AM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

Building on the secrets of the past with Pid
-March 22, 2012 6:00 AM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Road to the IGF: DigiPen Singapore's Pixi
-March 5, 2012 3:00 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

Video: IGF 2012 Preview
-February 29, 2012 6:00 PM

Road to the IGF: Ian Snyder's The Floor is Jelly
-February 29, 2012 3:00 AM

Nexuiz Release Imminent, Short Q&A; with IllFonic
-February 28, 2012 3:00 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

Video: Nobuo Uematsu on Indie Development
-February 26, 2012 5:00 AM

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

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

Road to the IGF: Spry Fox's and Wild Shadow Studios' Realm of the Mad God
-February 10, 2012 1:00 AM

Road to the IGF: Blendo Games' Atom Zombie Smasher
-February 7, 2012 1:00 AM

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

Indie Game Links: Voxel Fail, Flirt-Off Win
-January 24, 2012 3:00 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

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

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

Interview: Indie Fund Supports The Mesmerizing Dear Esther
-June 2, 2011 3:00 PM

Time Gentlemen, Please! Dev Takes A Risk With Name Change
-May 20, 2011 4:00 PM

Interview: Markus Persson On Bringing Achievements to Minecraft
-February 26, 2011 3:00 AM

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Road To The IGF: Ratloop's Lucas Pope Plays With Helsing's Fire
-February 8, 2011 5:00 AM

Interviews & Console

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

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

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

Will PlayStation Mobile be Xbox Live Indie Games all over again?
-July 27, 2012 5:00 AM

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

HFB Q&A;: A Brief History of SideTracks' PixelJunk Soundtrack
-July 23, 2012 12:30 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

Indies Have to Stand out or Else, Says Arkedo's Guermonprez
-July 3, 2012 3:00 PM

Don't be Fooled by Spelunky XBLA's Quiet Launch
-July 2, 2012 2:00 PM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

PlayStation Network Indie Devs Divided on Software Pricing
-June 28, 2012 1:00 AM

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

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

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

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

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

Indies: Rolling Your Own Engine Can Be More Trouble Than It's Worth
-April 22, 2012 12:59 PM

The Splatters Developer Breaks Out of the Tech-driven Israeli Game Scene
-April 19, 2012 3:00 AM

PAX East 2012: Indie Devs Weigh in on Imitating Versus Innovating
-April 12, 2012 3:00 AM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: A 'Very Different' Joe Danger Headed to iOS
-April 7, 2012 3:00 AM

Journey Producer Hunicke Sees New Online Frontier at Tiny Speck
-April 5, 2012 1:00 AM

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

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

Changes at Thatgamecompany: Santiago Departs, New Game Underway
-March 29, 2012 11:00 PM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

Building on the secrets of the past with Pid
-March 22, 2012 6:00 AM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Video: IGF 2012 Preview
-February 29, 2012 6:00 PM

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

Nexuiz Release Imminent, Short Q&A; with IllFonic
-February 28, 2012 3:00 PM

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

Video: Nobuo Uematsu on Indie Development
-February 26, 2012 5:00 AM

Interview: Silver Dollar uses XBLIG for its mad experiments
-February 23, 2012 5:00 AM

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

Road to the IGF: Die Gute Fabrik's J.S. Joust
-February 9, 2012 1:00 AM

Interview: Fishing Cactus on the Shift to 3DS for Shifting World
-February 3, 2012 3:00 PM

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

Indie Game Links: Voxel Fail, Flirt-Off Win
-January 24, 2012 3:00 PM

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

Bastion Q&A;: Creating a Narrator's Voice
-November 26, 2011 6:15 PM

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

High Frequency Q&A;: Rethinking Remixes on PixelJunk SideScroller
-November 10, 2011 11:00 PM

Music: Songs We Heard in ilomilo
-November 3, 2011 1:00 AM

PAX 2011 Q&A;: Derek Yu and Eirik "Phlogiston" Suhrke on Spelunky for XBLA
-August 29, 2011 12:30 AM

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

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Interviews & Mobile

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

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

Wooly spaceships, new frontiers: Launching an indie career with Voyager
-August 9, 2012 2:00 AM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

You're going to underestimate your work -- no matter what
-June 28, 2012 5:00 AM

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

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

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

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

Interview: Hard Lines Dev Pumps His FIST OF AWESOME
-May 17, 2012 2:00 PM

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

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

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: A 'Very Different' Joe Danger Headed to iOS
-April 7, 2012 3:00 AM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision
-March 1, 2012 5:00 PM

Road to the IGF: Powerhead's Async Corp.
-February 26, 2012 5:07 PM

Road to the IGF: Game Oven's Fingle
-February 25, 2012 4:43 AM

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

Road to the IGF: Lucky Frame's Pugs Luv Beats
-February 17, 2012 6:00 AM

Road to the IGF: Simogo's Beat Sneak Bandit
-February 8, 2012 1:00 AM

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

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

Blip Tokyo Q&A;: Nullsleep Interviews Manabu Namiki
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