Posts Tagged ‘igf’

IGF Factor 2012: Atom Zombie Smasher

By Alec Meer on January 23rd, 2012.

And so our series of interviews with the finalists in this year’s IGF continues… High-speed, high (un)death toll strategy game Atom Zombie Smasher is up for the Excellence in Design prize at this year’s Independent Games Festival. Here, we chat to Blendo Games’ Brendon Chung about his origins as an indie dev, how people are creating their own narrative arcs in AZS, and his answer to the most important question of all.
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IGF Factor 2012: Johann Sebastian Joust

By Alec Meer on January 20th, 2012.

Next up in our series of chats with this year’s Independent Games Festival finalists is Doug Wilson of Die Gute Fabrik, creator of Mac-based, screen-free party game Johann Sebastian Joust, which quite rightly has a bit of a Zeitgeist thing going on right now. It’s up for the Nuovo award and the Seamus McNally Grand Prize. Here, Doug talks about graphics-free gaming, deliberately broken games, his disappointment that there isn’t a writing/story category at the IGF, and tackles the most important question of all.
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IGF Factor 2012: Gunpoint

By Alec Meer on January 16th, 2012.

Next in our series of chats with this year’s impressive roster of Independent Games Festival finalists is Tom Francis, lead brain behind future-noir stealth game Gunpoint, which is up for the Excellence In Design gong. Here, he’s quizzed about what, why, when, who and the most important question of all.

Important conflict of interest disclosure: I used to play badminton with Tom.
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IGF Factor 2012: Frozen Synapse

By Alec Meer on January 13th, 2012.

The crayon house is this year's Gary Barlow

In 2010, we ran a series of cheerful chats with (almost) all of the lovely indie developers whose PC games had been nominated as finalists in that year’s Independent Games Festival. In 2011, we forgot. In 2012, we haven’t forgotten. We’re the best! So, here’s the first: Ian Hardingham and Paul Taylor from Mode 7 Games, whose high-speed turn-based strategy game Frozen Synapse is in the running for both Excellence In Design and the Seamus McNally Grand Prize. Read on for what went right and wrong with their game, how they feel about their IGF rivals, what comes next and their answer to the most important question of all.

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They Could Be Heroes: IGF 2012 Finalists

By Alec Meer on January 10th, 2012.

Who's that guy?

Aaaaand hot off the presses is the rather long list of exciting finalists for this year’s exciting Independent Games Festival. A truly corking selection of indie games here, and a chance to take bets, guesstimations and wild speculations on what might go home with a gong or two. They haven’t nominated my game, I note. Maybe I should have actually made one.
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New Introversion Project, Subversion Delayed

By Adam Smith on October 17th, 2011.

The city sleeps for now

It has been five years since Introversion last entered the Independent Games Festival, with Darwinia, and the studio have just announced that they have entered their latest game into IGF 2012. However, the submitted game is not Subversion, the stylish, procedurally generated urban heist sim that the team have been working on, which is now on indefinite hiatus. Instead, there is to be an entirely new game, of which we know nothing, apart from the fact that it isn’t a sequel to a previous game. Chris Delay was candid as ever in explaining the decision and his words and more of mine are here to enlighten you.

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In Order To Have A Good Time: Continuity

By John Walker on March 22nd, 2010.

It's sliding tile rehabilitation therapy.

Today, because someone told me to, I’ve taken a look at the winner of the Student Showcase from this year’s IGF. It’s called Continuity. It’s one of those Good Ideas.

It’s a cross between a sliding tile puzzle and a platform game. If you’ve been a long-term sufferer of mediocre-to-crap adventure games, the words “sliding tile puzzle” should drive a spike made of terror directly into your heart, but fear not, it’s not that way at all. Instead you must find variant ways the small scenes can be perfectly aligned (from one of four sides) to others, thus allowing your little stick man to move from one to the next. In pursuit of keys.

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IGF Winners! Monaco’s Gamble Pays Off

By Kieron Gillen on March 12th, 2010.

And the IGF winners have been announced and Monaco is the belle of this particular gaming ball, picking up two awards, including the Grand Prize. The incredibly atmospheric Limbo also picked up two awards, for Visual lookitude and technical prettiosity. The Grand Prize winner takes home $20,000 (Count ‘em) dollars, with all of the other categories bringing home $2,500. Except for the D2D one, which is 10K. A run down of all the winners follows. Well done all. And lend us a fiver.
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The (Mostly) Complete IGF Factor 2010

By Kieron Gillen on March 11th, 2010.

We're getting a lot of mileage from this stolen image.
The awards start at 6:30 tonight, so it’s time to draw a close to our project of the last few weeks. We’ve interviewed all those who have been nominated for the short list (Except Shatter who I only realised was coming to the PC too late to arrange an interview and Heroes of Newerth, who just couldn’t be bothered answering in time and the student competition folk.) So – in a few hours time, when you want to know about who these winners are… this is where to look. Unless the winners are Shatter or Heroes of Newerth, then you’re right out of luck. Links to all interviews follow, plus – bonus – my speculation on who’ll be picking up the gongs tonight…
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IGF Factor 2010: Miegakure

By Kieron Gillen on March 10th, 2010.

Miegakure is one of the most enigmatic designs in all of the IGF. It’s a competition which has been known for highlighting brain-bending designs. Not many have actually gone as far to be based around the conceptual headflips of a 19th century novella. Marc ten Bosch’s Experimental Gameplay Workshop presentation at last year’s GDC was widely commented upon. This year, he’s picked up a nomination in excellence in design. And now, he’s speaking to use. Read on.
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IGF Factor 2010: Owlboy

By Kieron Gillen on March 9th, 2010.

RPS are big fans of Owls – they’re wise! Athena digs them! That freaky neck thing! We’re not so fond of boys – they’re made of slugs and snails and similar material. So we have mixed feeling about the approaching lusciously-retro-formed platformer. Let’s over-come them, because it looks beautiful as hell in a gotta-a-visual-arts-nomination-in-the-IGF way. You’ll find our interview with Adrian Bauer of D-pad studio about the artist-probably-being-called-Owlboy below, along with footage – or maybe talon-age, if we’re being appropriately owl-like. Love those owl guys.
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