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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

E3 Interview With Runic Games' Max Schaefer

June 15, 2012 6:00 PM | Cassandra Khaw



Last week at E3, thanks to a serendipitous turn of events ("You're at E3?! Can we gatecrash your meeting room?" "Sure!"), I had the opportunity to test drive Torchlight 2 (it's every bit as slick as what your friends in the beta have been telling you) and interview Runic Games' Max Schaefer about the game, co-existence with Diablo 3 and why 30 is his magic number.

Of course, as you might have guessed already, the interview opened with an earnest inquiry about Torchlight 2's release date.

"Late summer. No actual date just yet but it's getting close to where we can fix a date. We're polished up the rest of the content that wasn't in the beta (According to a brief Twitter exchange between Runic Games and a fan, it looks like some of that content may be pertinent to the skill trees. ), and it's coming along well. Nonetheless, we're still looking at late July, early August", Schaefer stated with a shrug.

Furthering Important Discussions -- Indie Game: The Movie Released

June 12, 2012 2:00 PM | John Polson

IndieGameTheMovie.jpg

After years of work and several awards (including Sundance) under its belt, James Swirsky's and Lisanne Pajot's Indie Game: The Movie is finally available to purchase through direct download, on Steam, and on iTunes. The documentary follows Phil Fish (Fez) and Tommy Refenes and Edmund McMillen (Super Meat Boy) as they work towards the release of their games, with some Jon Blow (Braid) interview segments peppered in for added flavor.

The three arcs offer something different for everyone beyond the obvious game culture. Team Meat's story touches on family, feelings of isolation, and a beautiful parallelism to the characters of Super Meat Boy. Edmund and his work seems to be to me the raw and exposed Meat Boy, and his wife Danielle, the Bandage Girl that helps hold him together. Phil Fish's story explores legal complications and the dangers people face when partnerships dissolve.

Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen

June 10, 2012 8:00 AM | John Polson

We editors want an indie-character, star-studded version of Wreck-It Ralph to happen. Further, we think it could happen more easily than Disney's film, which must have involved so many suits to get the dozens of AAA IPs to appear on the same screen.

Indie characters seem to make cameo appearances at a much higher ratio than their AAA counterpart, so this daydream could come true. Each editor weighed in on what ten iconic characters should be included:

Arkedo's Guermonprez: E3 is 'Out of Focus with Reality'

June 9, 2012 7:00 PM | Staff

Lustre gama.jpegThe co-founder of French indie developer Arkedo (Hell Yeah!) takes stock of the trade show, finding that it doesn't represent the state of the industry -- just a slice of it.

With the backing of publisher Sega, which signed his game Hell Yeah! Arkedo co-founder Camille Guermonprez found himself at E3 -- but he found the show out of touch with the real pulse of the game industry.

"This show is a little bit out of focus with reality, I think," Guermonprez told Gamasutra. "There's never been so many indie successes, and people are still trying to do the same old thing with more money and more boobs."

"There are new things happening somewhere else, but we just don't have the right prism on the industry right here."

Inaugural Jam O'Clock Starts Today: Ludum Dare Staff, Bennett Foddy Weigh in

June 8, 2012 1:00 PM | John Polson

jam clock.jpgThe first Jam O'Clock is set to take place today from 1 to 2pm PST, with games to be hosted later at Ludum Dare.

Creator Andy Moore (Steambirds) expressed last week that this one-hour jam has the ability to motivate and constrain, bringing about an "innovation rarely seen in gamedev."

Ludum Dare's 48-hour, and even sporadic 8-hour, competitions bring games whose innovation catch the attention of the media and dev communities. They are so well-known now that the last jam brought over 1,400 entries.

Can a game made in extremely less time warrant such attention, too? I turned to Ludum Dare staff members Mike Kasprzak and Phil Hassey for their input. Additionally, QWOP, 2QWOP, and GIRP developer Bennett Foddy weighs in, admitting he appreciates games with long development cycles like Braid and games quickly developed in "violent, heavy brush strokes."

Immortal Defense Developer Paul Eres' Saturated Dreamers

June 8, 2012 3:00 AM | John Polson

Paul Eres of RPGCreations (creator of Immortal Defense) is planning a five-year come back with Saturated Dreamers, an open-world, story-based, action-adventure, exploratory game due late 2012 for PC.

Saturated Dreamers follows the scientist Mercedes who is sent to the ice planet Lake -- a sentient, alien lake-world -- to search for the remains from a previous expedition. Players pilot a multi-purpose ship to explore and purify the Lake, friend its creatures, and find and equip new abilities.

The graphics are pretty, and the choice of trailer music is enjoyably peculiar. However, I couldn't quite figure out what the game would be like. So I spoke with Eres, who had me at "intelligent lake" and "Zelda." (Hopefully he comes back around to talk about what's up with the fetuses, hearts, and position of these hands).

Andy Moore on His One-hour Breadth Jam: Jam O'Clock

June 1, 2012 2:00 PM | John Polson

jam clock.jpgSteambirds and IceBurgers creator Andy Moore has announced the first Jam O'Clock for Friday, June 8th, from 1 to 2pm PST, with completed games to be hosted at Ludum Dare.

Moore sees his constrained but motivational, one-hour jam as a practical way to get developers actually creating and to see if a feature is fun, circumventing time-consuming discussions and design docs. Further, he believes "strict timetables evoke a certain kind of innovation rarely seen in gamedev."

Moore is no stranger to creating commercially viable products in a short amount of time. In fact, Moore made Steambirds in a weekend and his iPhone title IceBurgers in 8 days, and the longest project he's worked on took 30 days. "I have trouble believing anything beyond content generation would take more than that (unless you're dealing with 3D, or ports, or whatever)."

Nordic 2012: Curran tells gamers to look beyond genres and play everything

May 26, 2012 4:07 PM | Cassandra Khaw

ste_curran.jpg Drawing comparisons between the decline of punk rock and video games, former Zoë Mode creative director Ste Curran delivered a Nordic Game Conference talk calling on people to stop dismissing Justin Bieber and to play Draw Something.

Curran is probably best known for his work with Edge magazine, video game radio show One Life Left, and for fabricating a forum populated by fictional users that eventually drew media attention.

After opening his talk with personal anecdotes about an encounter with an old friend and his experiences at a Britney Spears concert, Curran went on to state that nothing is objectively credible. "It has something to do with authorship, about the number of people who like it, the time you discover it, the emotional palette, the color and texture of that thing in comparison to other similar things."

Facepalm Games Hopes to be the Next Big Indie Fund Success Story

May 25, 2012 1:00 AM | John Polson

the swapper gama.jpgWhen you're two young guys from Helsinki, Finland, it can be hard to get your game a) funded; b) noted by the public; and c) finished. But Facepalm Games' The Swapper is hoping to do just that after February's announcement that it is being backed by Indie Fund.

Facepalm Games is primarily the work of two people, Olli Harjola and Otto Hantula. Neither has much game development experience, with Harjola developing some minor personal projects, and Hantula's experience being limited to mods and Counter Strike maps.

Despite this, the pair -- who are also being helped out by a third team-member, Carlo Castellana and occasional freelancers -- have struck a chord with The Swapper. The sci-fi puzzle/platformer "is inspired by films like 2001: A Space Odyssey and Solaris," said Facepalm's Olli Harjola. It has been in development for about three years in total, but only the past seven months have been full-time, as the game has gathered momentum and development ramps up towards release.

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own

May 21, 2012 2:00 PM | John Polson

Tom Sennett (RunMan and Deepak Fights Robots) has paired with Salil Malkan to create the local crowd-player Row Row Row Remote, which runs on a computer and can use dozens of phones or tablets. Though the game may look simplistic (Wii Sports didn't "look" all that impressive compared to the tech it modeled), Sennett and Malkan aim to inspire and empower developers, while exponentially increasing the amount of players involved in a local multiplayer experience and creating "new, awesome games from the ground up" instead of "shoehorning new, awesome technology into old, stagnant forms."

Row Row Row Remote asks players to use their smartphones or tablets as paddles. Each group needs to coordinate its motions to move effectively through the course. The game only uses the devices' touch and gyroscope functions, but Sennett tells IndieGames this is just the beginning.

Desktop Features

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

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

Preview: Project Zomboid (Indie Stone)
-May 31, 2011 11:00 AM

Terraria vs Minecraft: Why 2D Is King
-May 25, 2011 5:00 PM

250 Indie Games You Must Play Released
-May 13, 2011 7:08 PM

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

Indie Game Links: This Spider-Queen's Bite Won't Hurt a Bit
-April 20, 2011 8:00 AM

Console Features

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

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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