By Simon Carless

GDC Gallery: IGF Awards, Pavilion, Indie Games Summit, More…

[We're trying not to bore you with TOO many Game Developers Conference and IGF-related things, but Vincent Diamante, also known as the composer of Thatgamecompany's Flower, took a whole bunch of excellent pictures of this year's show, and it's always nice to see what your favorite indies really look like. So here's a gallery...]

Organizers of this year's Game Developers Conference and Independent Games Festival have been documenting the March 9th-13th San Francisco event in visual form, with the independent game-specific content at last week's show first to be examined.

The events -- part of the UBM Techweb Game Network, as are this website -- have put together a gallery of the Awards, Pavilion, Indie Games Summit, and more, highlighting this year's crop of top indies at work and play.

Independent Games Festival Awards

First, here's a look at pictures from the the 12th Annual Independent Games Festival Awards, where Pocketwatch Games' stylish co-op caper Monaco was the big winner of the night, nabbing the Seumas McNally Grand Prize for Best Independent Game in front of a crowd of over 3,000 GDC attendees.

The 2010 IGF hosts, Kyle Gabler (2D Boy) and Erin Robinson (Puzzle Bots)


igfbefore.jpg

IGF and Game Developers Choice Awards guests.

Technical Excellence: Limbo, by PlayDead


Excellence in Design: Monaco, by Pocketwatch Games

IGF Mobile Best Game: Spider: The Secret Of Bryce Manor, by Tiger Style


igf3d.jpg

IGF hosts Kyle and Erin explore the magic of 3D.


IGF Nuovo Award: Tuning, by cactus

2010 Seumas McNally Grand Prize winner: Monaco, by Andy Schatz (Pocketwatch Games)


2010 IGF Pavilion, Nuovo Sessions, GAMMA IV

Second, here's a selection of pictures from the IGF Pavilion on the GDC 2010 show floor, which was open from Thursday, March 11th through Saturday, March 13th to all event attendees.

Also in this set of pictures are several from 'The Nuovo Sessions', a special GDC Main Conference event featuring mini-talks from finalists and honorable mentions for the IGF Nuovo Award for this year, alongside like-minded individuals. The indie-centric Gamma IV showcase and GDC show floor Pavilion are also showcased in pictorial form.

IGF Pavilion: Main Competition finalists


Ian Bogost's A Slow Year


Enviro-Bear 2000


IGF Mobile finalists on the Expo Floor


The Nuovo Sessions: Farbs

The Nuovo Sessions: Jonatan "cactus" Söderström and Matthew Wegner

Gamma IV Party

GDC Expo Floor: Gamma IV Pavilion


2010 Independent Games Summit

Third, here's a look at the scene around the IGF-affiliated Independent Games Summit, which took place on the Tuesday and Wednesday of the five-day event, and included lectures from notables like 2D Boy's Ron Carmel, Tuning's Jonatan "cactus" Söderström, and Thatgamecompany's Robin Hunicke and Kellee Santiago.

Indies and Publishers: Fixing a System That Never Worked, Ron Carmel

The audience at the 2010 Independent Games Summit.

Postmortem: The Design & Business Behind Fantastic Contraption, Andy Moore and Colin Northway


Effective Marketing For Indie Game Developers, John Graham (Wolfire Games)

igffolks.jpg

Indie Games Summit speakers and attendees hang out between sessions.

How to Manage an Exploratory Development Process, Robin Hunicke and Kellee Santiago (thatgamecompany)


Indie Gamemaker Rant! Jonatan "cactus" Söderström

[Extended pictorial highlights from the IGF Pavilion, from the Indie Games Summit and from the IGF Awards Ceremony are available on IGF.com. More pictures of the Game Developers Conference as a whole, taken by Vincent Diamante, are available on the Official GDC Flickr stream. In addition, archived video of the entire awards ceremony is available via IGF media sponsor GameSpot.com.]

By IndieGames.com - The Weblog

Freeware Game Pick: Chikei no Kami (Peposoft)


Tikei no Kami is a puzzle game in the style of Psygnosis' Lemmings, where players have to guide an eggplant-headed character towards the exit in each level while avoiding any traps or obstacles that might be in his path. To achieve this you would have to drill your way through floors and walls, then build the necessary bridges or place spring contraptions to assist our hero reach higher platforms.

Hold the left mouse button to drill or place an object from your item stash. Right-click to switch between your tools. You can alternate between windowed and full screen mode by pressing the left Alt and Enter key at the same time.

To use the scroll option when viewing levels, just hold the left mouse button for a couple of seconds when the cursor is over the up or down arrow indicator. Download the game here. (Windows, 13.3MB)

By Simon Carless

GDC: Monaco Takes Grand Prize at 12th Annual IGF

Pocketwatch Games' stylish co-op caper, Monaco, was the big winner at the Twelfth Annual Independent Games Festival Awards, which was hosted by the Game Developers Conference 2010 at the Moscone Convention Center in San Francisco.

Monaco received the top award at the ceremony, earning the $20,000 Seumas McNally Grand Prize for Best Independent Game, as well as the award for Excellence in Design.

Other IGF award recipients for 2010, as judged by over 170 industry veterans, independent developers and indie-friendly journalists, also include PlayDead's starkly beautiful silhouetted platformer, Limbo, which won the awards for Excellence in Visual Art and Technical Excellence. Closure Team's puzzle platformer, Closure, earned the award for Excellence in Audio.

Noted independent developer Cactus received the inaugural Nuovo Award for his abstract visual puzzle game, Tuning. The Nuovo Award honors "abstract, shortform, and unconventional game development which advances the medium and the way we think about games."

The Nuovo Award was judged by a separate, smaller juried panel of notable game and art world figures, including previous IGF Innovation/Nuovo Award winner Jason Rohrer (Passage), Area/Code's Frank Lantz, N+ co-creator Mare Sheppard, EA division head and art-game creator Rod Humble, and more.

The IGF was established in 1998 by UBM TechWeb Game Network to encourage innovation in game development and to recognize the best independent game developers, in the same way that the Sundance Film Festival honors the independent film community. The IGF offer finalists both global exposure and over $50,000 in cash prizes to each year's winners.

Previous breakout IGF award-winners include titles such as Braid, Audiosurf, Castle Crashers, and World of Goo, and this year's awards saw 301 Main Competition entries from all over the world, coupled with the record-breaking number of IGF Student Showcase entries and IGF Mobile entries, for a total of nearly 650 entries. S2 Games' Heroes Of Newerth won the Audience Award, after receiving the largest share of thousands of public votes cast at IGF.com in recent weeks.

To ensure the highest-quality judging for the IGF, more than 170 leading indie and mainstream game industry figures -- from 2D Boy's Ron Carmel through Spore's Soren Johnson to ThatGameCompany's Kellee Santiago and beyond -- were recruited to choose finalists via a carefully constructed empirical process.

Finally, the award for the Best Student Game went to Ragtime Games' shifting-tile puzzle platformer Continuity, IGF Mobile Best Game was awarded to Tiger Style's Spider: The Secret Of Bryce Manor, and download partner Direct2Drive's $10,000 D2D Vision Award was won by Press Play's Max & The Magic Marker.

"This year sees an impressive array of visually arresting, emotionally challenging and fun games," said Simon Carless, IGF chairman. "And after extensive, in-depth playthroughs from a panel of influential games industry figures, the cream of the crop were chosen to receive honors at the IGF. We're extremely proud of the record number of amazing entries this year, and very grateful for the independent teams who put their hearts and souls into creating captivating, addictive and original gameplay experiences."

The IGF awarded the following games in each category of the main competition — each received a cash prize of $2,500 as well as sponsor-related prizes, apart from the Grand Prize of $20,000 and D2D Vision's $10,000 award.

Seumas McNally Grand Prize:
Monaco, by Pocketwatch Games

IGF Nuovo Award:
Tuning, by Cactus

Excellence in Visual Art:
Limbo, by PlayDead

Excellence in Audio:
Closure, by Closure Team

Technical Excellence:
Limbo, by PlayDead

Excellence in Design:
Monaco, by Pocketwatch Games

Student Showcase Award:
Continuity, by Ragtime Games

IGF Mobile Best Game:
Spider: The Secret Of Bryce Manor, by Tiger Style

Audience Award:
Heroes Of Newerth, by S2 Games

D2D Vision Award:
Max & The Magic Marker, by Press Play

For more information about the IGF, the finalists and the winners, please visit the official Independent Games Festival website.

By IndieGames.com - The Weblog

GDC: Monaco Takes Grand Prize at 12th Annual IGF

Pocketwatch Games' stylish co-op caper, Monaco, was the big winner at the Twelfth Annual Independent Games Festival Awards, which was hosted by the Game Developers Conference 2010 at the Moscone Convention Center in San Francisco.

Monaco received the top award at the ceremony, earning the $20,000 Seumas McNally Grand Prize for Best Independent Game, as well as the award for Excellence in Design.

Other IGF award recipients for 2010, as judged by over 170 industry veterans, independent developers and indie-friendly journalists, also include PlayDead's starkly beautiful silhouetted platformer, Limbo, which won the awards for Excellence in Visual Art and Technical Excellence. Closure Team's puzzle platformer, Closure, earned the award for Excellence in Audio.

Noted independent developer Cactus (pictured) received the inaugural Nuovo Award for his abstract visual puzzle game, Tuning. The Nuovo Award honors "abstract, shortform, and unconventional game development which advances the medium and the way we think about games." Continue reading

By Mike Gnade

On Trial: Anka

Erika: 7 The story begins with our young hero, Anka, whose goal is to free his mother from a crime she did not commit and find his missing father. In between this story, players are asked to solve brainteasers in order to progress through the game. Simple enough, but what this adventure-puzzle game lacks [...] Continue reading
By costik

Decepticolor

Decepticolor is a remarkably polished little game, for a 48-hour game jam effort. It's a puzzle game, supposedly for two players (one using WASD and the other the arrow keys), but in fact it can readily be played by a single player manipulating both, although it's sometimes hard to remember which of the squares under your control is controlled by which set of keys this way.

Each player controls a square that contains a simple pattern of 16-bit colors. Somewhere in the game are are two "target" squares. You must move your squares to the target squares in such a way that when they overlie the target squares, the pattern of colors matches.

The keys "flip" your squares -- left or right moves you one square distance and flips the pattern across the vertical axis, while up or down flips across the horizontal axis. In addition, if on player flips his square, or part of his square, atop the other player's square, the underlying square assumes the overlying pattern. Thus, on many of the higher levels, you need to figure out how to strategically flip squares atop part of each other in order to build the target pattern. (In the screenshot above, the target squares are all blue, so the two manueverable squares need to be manipulated to transform each other to an all-blue state.)

The result is quite an interesting set of spatial and logic challenges. Only twelve levels, but then that's pretty good for 48 hours.


By Simon Carless

Road To IGF Mobile: Glow Artisan’s Jason Schreiber

[In the first in a series of interviews with 2010 Independent Games Festival Mobile finalists, sister site FingerGaming's Jon Glover talks to Powerhead Games CEO Jason Schreiber, whose DSiWare game Glow Artisan is a finalist in the Best Mobile Game category after having won the award for Best Mobile Game Design.]

Described as another "secretly rad" DSiWare game by GameSetWatch’s Eric Caoili, Glow Artisan could have remained just that, a footnote on Nintendo’s weekly "downloadables" PR sheet, seeing only a single, admittedly fantastic review in its first week of release.

However, a few months on and developer Powerhead Games’ debut original title has won the IGF’s Best Mobile Game Design award, being the only game on a traditional gaming handheld up for the grand prize in the catergory of Best Mobile Game.

FingerGaming had the chance talk with Powerhead Games boss Jason Schreiber about his company’s first non-licensed game, the development of such a unique and feature-rich puzzle game and the indie scene in general.

What is Powerhead Games’ background in game development?

We recently celebrated Powerhead Games’ tenth anniversary as an independent game developer. Our first game was for the original Nintendo Game Boy. We’ve pretty much been a Nintendo handheld developer ever since, working on many different types of "for hire" (other company’s IP) games. Glow Artisan is Powerhead’s first original IP and our first self-published game.

Can you tell us what development tools your team used to create Glow Artisan?

We use 3D Studio, Photoshop MediaWiki, SVN, Lua, Bugzilla and Notepad. We also use a bunch of internal tools and technology which we take great pride in. For example, our Font Text Writer tool is not just a means to get text into the Nintendo DS, but it’s also an indication of our love of silly acronyms. The most important tool though, is the Glow Puzzle Maker, which is included in the game!

How long was the game in development?

The first prototype of Glow Artisan was built about two years ago. Several of the core features in the finished game were in place at week one: using one screen as a blueprint and the other as a canvas, drawing from the edges ("emitters"), and erasing/cutting lines.

That first prototype showed potential, but it was a far cry from where we wound up. Glow Artisan became a labor of love at Powerhead — nearly everyone here had a hand, at least some part, to move development forward. When the Nintendo DSi was announced, everything fell into place. We knew two of the DSi’s features, the camera and the shop, would be perfect for Glow Artisan.

How did the initial concept come about?

Two designers, Matt [LoPresti] and Ramiro [Corbetta], were discussing ideas as designers are wont to do. In a classic case of the game "Telephone", one misinterpreted the other’s design and came up with the idea of “emitters” (drawing from the edges). They enlisted Randy (programmer) and Mike (artist) to work on a prototype. (It was up and running in about a week.)

Like any good idea, it was inspirational. Soon additional people got involved, and the design shifted to a more "cabal" approach.

How did your "for hire" work on primarily licensed games prepare you for the development of Glow Artisan?

Working on games for young audiences enforces the basic tenet that players should always know what they can do. It sounds simple, but this kind of detail can be overlooked as developers struggle to hit a deadline, or debate level of polish vs. additional features.

During the development of Glow, we repeatedly noticed the mechanic wasn’t obvious to new players. We heard: "Why can’t I just draw anywhere with the stylus?" a lot. We knew if the game was not presented properly then first-time players would likely get frustrated.

Building a thorough tutorial solved a lot of problems: it made a good first impression, helped set the pace of the game, and made sure players knew how to play our game.

What would you say are the advantages and disadvantages of putting your game on DSiWare, versus "proven" services such as the App Store and Xbox Live Indies?

The simplest answer is: where else could we sell our downloadable Nintendo DSi game? Another advantage for DSiWare is the other services, especially the App Store, are just flooded with games. This makes it very hard to get attention for new IP.

We like to think Glow Artisan's quality would have demanded attention no matter what system it was initially released on, but releasing Glow Artisan as a DSiWare game helped it stand out just because there are only a few games released every week.

Of course, the flip side, is the App Store and Xbox shop experiences are much more mature — it’s so easy to go from a link on the web to a purchase for any App. To find Glow Artisan in the DSi Shop, you need to specifically search for it. Hopefully, that will change as the DSiWare shop evolves and adapts.

Glow Artisan has a strong sense of identity. Do you think an interesting, coherent aesthetic is a necessity on a service alongside the likes of the ArtStyle and Electroplankton series?

For us, anything that helps our game stand out is helpful. Marketers like to talk about a good "elevator pitch" or "five word" description for a game. ("You only have 30 seconds with an executive to sell your game… Go!")

Glow Artisan doesn’t have a great elevator pitch. Or at least we haven’t found it yet. We still have problems explaining the gameplay. ("So, here’s how to play. You need to redraw this puzzle, but you can only draw from the left and top sides of the screen. No, not that screen. And it’s got a lot of features and modes. And it uses the camera…")

That said, we learned even showing the game isn’t enough. We posted a carefully constructed trailer online, but the first comment said the it sucks because it doesn’t show off the game concept. (We took it as a compliment that the random YouTube user liked our game enough to support it by criticizing its only trailer.)

If you could reset and start fresh on development of Glow Artisan, what would you do differently?

Once we had the mechanic down, we spent a lot of time trying out different looks and modes. We also explored various story ideas, such as the totally original idea of adding color to a colorless corporate world (shakes fist at de Blob!). If we had known from the start we were self-publishing on DSiWare, we could saved time by only focusing on the essentials of game play, cool features, and presentation.

For the game itself, I’m going to paraphrase Matt and say we learned a lot in making tons of small (5×5) and large (10×12) puzzles. In retrospect we could have eased players into the larger levels a little better. Perhaps by adding a medium sized grid.

What do you think of the current state of the indie scene, particularly in relation to the mobile space?

Matt says that "some of the indie games I’ve played on DSiWare and Xbox Live Indie are some of the best experiences he’s had in recent years. Especially Solar on Xbox Live." And Ramiro says 2009 "had a lot of interesting games, like Closure, Star Guard, Every Day The Same Dream, Today I Die, and a bunch of other games that I’m probably forgetting.”

I don’t think I’m the first to make this observation, but look at where id, Epic and 3DRealms started. They were all “indie” shareware companies, working on self-published games in the 90’s. They all were responsible directly to their consumers and, as a result, produced high quality games and great franchises. The indie game developers of today could very well be the gaming powerhouses of the next decade.

Have you played and enjoyed any of the other IGF Mobile finalists?

We’re looking forward to more hands on time with all the games at GDC, but we’re all fans of Hook Champ and Drop7. (And we’re not just saying that because Drop7 was made in New York City.)

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.