By Derek Yu

IGF Award Winners

Andy Schatz

Former IGF Awards host Andy Schatz (pictured above) got to take the stage again tonight, only this time it was to accept both the Seumas McNally award and the Excellence in Design Award for his 4-player co-op stealth game Monaco. Other winning games included the long-lost Limbo, which won awards for Visual Art and Technical Excellence, Closure, which won Audio, and cactus’s Tuning, which won the Nuovo Award.

You can view the entire show here.

Seumas McNally Grand Prize:

  • Joe Danger
  • Monaco
  • Rocketbirds: Revolution!
  • Super Meat Boy!
  • Trauma

Excellence in Visual Art:

  • Limbo
  • Owlboy
  • Rocketbirds: Revolution!
  • Shank
  • Trauma

Excellence in Audio:

  • Closure
  • Rocketbirds: Revolution!
  • Shatter
  • Super Meat Boy!
  • Trauma

Excellence in Design:

  • AaaaaAAaaaAAAaaAAAAaAAAAA!!!—A Reckless Disregard For Gravity
  • Cogs
  • Miegakure
  • Monaco
  • Star Guard

cactus

Nuovo Award:

  • A Slow Year
  • Closure
  • Enviro-Bear 2000
  • Today I Die
  • Tuning

Technical Excellence:

  • Closure
  • Limbo
  • Heroes of Newerth
  • Joe Danger
  • Vessel

Student Showcase:

  • Boryokudan Rue
  • Continuity
  • Devils Tuning Fork
  • Dreamside Maroon Student Version
  • Igneous
  • Paper Cakes
  • Puddle
  • Puzzle Bloom
  • Spectre
  • Ulitsa Dimitrova

Cactus gave the best IGF acceptance speech I’ve ever heard! Continue reading

By Simon Carless

Road To The IGF: Dejobaan’s Lambe Talks AaaaaAAaAAA…!!!

[In the latest Road to the IGF interview with 2010 Independent Games Festival finalists, we speak with Dejobaan Games' Ichiro Lambe about AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity, a finalist in the Excellence In Design category.]

AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity is all about falling at high speed. Players navigate skyscrapers as they plummet, performing stunts as they go, and even confront the spectators they see on the tall buildings they pass on the way to the ground.

In this interview, developer Dejobaan Games' Ichiro Lambe talks about how BASE jumping videos inspired the project, why the team went with an abstract look for the game instead of a literal one, and about the "Spiderman Mode" that almost was.

What is your background in making games?

For children of the '70s and '80s, it seems to always start as a hobby -- TI 99/4A, Atari 800, Atari ST, and the Amiga 2000 for me. I was hooked from the time I was a kid.

I first entered the industry in 1993, before college, working to create online games back when 640k and 320x200 seemed like grand ideas. During college, I co-founded Worlds Apart Productions (now Sony Online Entertainment Denver), and in 1999, founded Dejobaan Games, LLC.

What development tools did you use?

We hacked C++ in Visual Studio 2005, used Adobe Audition for audio editing, and our 3D middleware is a German engine called 3D Gamestudio.

How did you create the sense of actually falling top-down?

I'm beginning to realize that it's all about the visual cues. Show the tops of skyscrapers, and make sure the scales (building sizes, terminal velocity) are realistic.

How long did you work on the game?

9 months -- from late December, 2008 to early September, 2009. We launched on September 3rd.

How did you come up for the concept for the game?

Dejobaan's Gameplay Architect, Dan Brainerd, sent over a YouTube video of a bunch of guys flying down the sides of mountains in ridiculously thin wingsuits. Could we translate that into an actual game? Over the course of a weekend, I took our 2004 title, Inago Rage, and twisted it into something with the BASE jumping basics. We called the prototype "Low Altitude."

You ended up with a distinctive abstract, luminous look -- what influenced the visual decisions? Why not go for a more literal-looking environment?

Oh, Leigh, you asked my favorite question! One of our tenets is to look closely at what the big studios do, then do the exact opposite. As indies, we're competing against AAAs who spend as much on a team lunch as we do on an entire game.

If we try to compete on scope, market to the same niche, or go toe to toe on graphics -- we're going to be utterly crushed. If you look at Metacritic's top five PC games of 2009, four of them have ridiculously lavish 3D graphics. The fifth is Braid. If the big guys are going hyper-realistic, then for us to create an aesthetic that gamers won't dismiss outright, we need to go hyper-unrealistic.

If you could start the project over again, what would you do differently?

We're always learning from our mistakes, so the #1 lesson for our next project is to periodically take that 30,000-foot view of things. Step back -- does the game play like we imagined it would? Are there tools we need to build or buy to make development faster? What bottlenecks can we automate? It was easy for us to get mired in details during Aaaaa!'s development, and I'd like to avoid that in the future.

Were there any elements that you experimented with that just flat out didn't work with your vision?

My favorite was something our Gameplay Architect Dan proposed, called (informally) Spiderman Mode. You could sling a rope out and swing from the floating buildings. If you used momentum right, you could swing higher and higher (just like on a schoolyard swing) to reach secret areas. It was a fun mode that kept us entertained for hours, but ultimately didn't make sense in a game about speed.

Have you played any of the other IGF finalists? Any games you particularly enjoyed?

I love Monaco, and want to have a Monaco party at my house. Andy Schatz did a great job on the game -- and he's not even done with it! Cogs is also just beautifully crafted, and Closure has a great, inventive mechanic -- it's such a simple high-concept that works so well.

What do you think of the current state of the indie scene?

It's a wonderful time filled with magic bunnies and giant robots and seven kinds of awesome. Within the past month, I've played the alpha of a former AAA guy's first independent title; I've talked shop with the head of a great new studio that's set up shop a mile away from us; and my team's received a nomination for IGF 2010.

It feels like I imagined things would when I was a kid, dreaming of a life in game development.
Thank you!

[Previous 'Road To The IGF' interview subjects have included Enviro-Bear 2000 developer Justin Smith, Rocketbirds: Revolution's co-creators Sian Yue Tan and Teck Lee Tan, Vessel co-creator John Krajewski, Trauma creator Krystian Majewski, Super Meat Boy co-creators Edmund McMillen and Tommy Refenes, Sidhe's Mario Wynands, who worked on Shatter, Daniel Benmergui, creator of Today I Die, Klei Entertainment's Jamie Cheng, executive producer on Shank, Star Guard creator Loren Schmidt, Miegakure developer Marc Ten Bosch, Joe Danger creator Hello Games, Limbo partner Dino Patti, and Closure's Tyler Glaiel and Jon Schubbe.]

By Mike Gnade

IGM Issue 9 is on Sale Now – Features Wolfire Games

The latest issue of IGM features an in depth look at Wolfire Games and their upcoming indie title: Overgrowth. Overgrowth is the sequel to Lugaru, which is reviewed in this issue along with the IGF nominated Eufloria, Aaaa! A Reckless Disregard for Gravity, Critter Crunch and 11 other indie games! There’s also developer interviews, and [...] Continue reading
By IndieGames.com - The Weblog

Announcement: Indie Game Challenge Finalists Revealed

The twelve finalists for the Indie Game Challenge competition were announced today, with information about each of the selected games and their developers already available to view from the official site.

The finalists in the AIAS, Guildhall at SMU and GameStop-organized event are competing for more than $350,000 in prize monies and scholarships this year, with the winners to be announced during the awards presentation ceremony following the D.I.C.E. Summit in Las Vegas this coming February 19th.

The selected finalists are as follows:

Non-Professional Category
Climb to the Top of the Castle (TwO Bros. Games)
Dreamside Maroon (Terraced)
Galactic Arms Race (Galactic Arms Race)
Gear (Team 3)
Waker (Poof Productions)
zeit² (Brightside Games)

Professional Category
Aaaa! A Reckless Disregard for Gravity (Dejobaan Games, LLC)
Altitude (Nimbly Games)
Cogs (Lazy 8 Studios)
Fieldrunners (Subatomic Studios)
Miegakure (Marc ten Bosch)
Vessel (Strange Loop Games)

The voting process for the Gamer's Choice Award ($10,000 cash prize) is also now open to the public. No registration is required to cast a vote, although you'd need to send a mail entry to participate in the sweepstakes for an all-expense paid trip to the event.

More details about the competition and the finalists can be found over at the Indie Game Challenge web site. Continue reading

By costik

2010 IGF Reviews

Many 2010 IGF finalists are not yet available to the public -- with games that intend to have some kind of commercial release, it's common to submit to the IGF while the game is still under development. And we don't generally review games that you can't actually play, since that, you know, kind of subverts the site's title. But we've reviewed all that you can play as of the present, and I'll update this page when other games are released and we review them, to point to those reviews. But at present:

Seamus McNally Grand Prize
Rocketbirds: Revolution
(N.B.: A playable version of Super Meat Boy is not yet available, but here's our review of Meat Boy, its freeware precursor.)

Excellence in Visual Art
Rocketbirds: Revolution

Excellence in Audio
Closure
Rocketbirds: Revolution
(N.B.: A demo of Shatter is available on the Playstation Network, but we also don't normally review console titles.)

Excellence in Design
AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard For Gravity
Cogs
Star Guard

Nuovo Award
Closure
Envirobear 2000
Today I Die

Technical Exellence
Closure


By Mike Gnade

IGF 2010 Finalists Announced!

The Independent Games Festival has announced the Main Competition finalists for the twelfth annual presentation of its prestigious awards, celebrating the most innovative creations to come out of the independent game development community this year. Seumas McNally Grand Prize: Joe Danger Monaco Rocketbirds: Revolution! Super Meat Boy! Trauma Excellence in Visual Art: Limbo Owlboy Rocketbirds: Revolution! Shank Trauma Excellence in Audio: Closure Rocketbirds: Revolution! Shatter Super Meat Boy! Trauma Excellence in Design: AaaaaAAaaaAAAaaAAAAaAAAAA!!!—A [...] Continue reading
By Derek Yu

2010 IGF Finalists: Main Competition

The results are in. Your main competition finalists for 2010 are:

Seumas McNally Grand Prize:

  • Joe Danger
  • Monaco
  • Rocketbirds: Revolution!
  • Super Meat Boy!
  • Trauma

Excellence in Visual Art:

  • Limbo
  • Owlboy
  • Rocketbirds: Revolution!
  • Shank
  • Trauma

Excellence in Audio:

  • Closure
  • Rocketbirds: Revolution!
  • Shatter
  • Super Meat Boy!
  • Trauma

Excellence in Design:

  • AaaaaAAaaaAAAaaAAAAaAAAAA!!!—A Reckless Disregard For Gravity
  • Cogs
  • Miegakure
  • Monaco
  • Star Guard

Nuovo Award:

  • A Slow Year
  • Closure
  • Enviro-Bear 2000
  • Today I Die
  • Tuning

Technical Excellence:

  • Closure
  • Limbo
  • Heroes of Newerth
  • Joe Danger
  • Vessel

Congratulations to all the finalists! Now… DISCUSS. Continue reading

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