Posts Tagged ‘IGF Factor 2012’

The More Or Less Complete IGF Factor 2012

Aren't you glad to see this picture again?

They said it would never end. And then, on Saturday, it did. We’ve been posting our series of chats with the many splendid finalists in this year’s Independent Games Festival over the last couple of months, and, with the exception of English Country Tune (dev was worried about sounding boring), Mirage (dev didn’t reply) and Fez (dev wouldn’t confirm the possibility of a PC version) we managed to get mini-interviews with all the PC/Mac indie developers in the running for a gong.

In case you missed a few, didn’t understand what the hell it was all about or just like looking at neatly-ordered lists, here’s the complete series for your relaxed perusal. It’s a fascinating and diverse bunch of games in the finals this year, and if nothing else, it’s a rare chance to see what 18 different developers would say to the monsters in Doom if only they could talk to them.

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IGF Factor 2012: GIRP


Next up on the conveyor-belt of interviews that is our IGF Factor 2012 series, it’s the creator of GIRP. What does he have to say about the IGF, about the monsters from Doom, and about who the single most important game designer in the world is? Let’s find out.
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IGF Factor 2012: Storyteller

Today in our series of interviews with (almost) all the finalists in this year’s Independent Games Festival, it’s the turn of DIY narrative-building game Storyteller, from the creator of lovely curios Today I Die and I Wish I Were The Moon. Storyteller is nominated for the Nuovo award. Here, Ludomancy’s Daniel Benmergui talks Argentine game dev, how Storyteller creates a unique comic based upon your in-game decisions, and answers the most important question of all.
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IGF Factor 2012: At A Distance

Terry ‘VVVVVV’ Cavanagh’s ultra-minimalist, abstract first-person co-op puzzler At A Distance is nominated for the Nuovo award at this year’s Independent Games Festival. As part of our seemingly infinite series in which we chat to (almost) all the finalists, Terry talks about the concept behind the game, what he’d like to see win at the IGF this year, his disappointment that the Pirate Kart didn’t get a nod, and his answer to the most important question of all.
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IGF Factor 2012: Realm of the Mad God

Not him. Not him again. Anyone but him.

Today in our ongoing series of chats with (almost) all the PC/Mac-based Independent Games Festival 2012 finalists, it’s my personal nemesis, the micro-MMO/twin-stick shooter Realm of the Mad God – nominated for the Technical Excellence prize. Here, Wild Shadow Studios chat about their and its origins and future, getting away from boring MMO combat, and the most important question of all.
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IGF Factor 2012: Spelunky

That explosion would look so much nicer on PC, Derek

Next in our never-ending series talking to (almost) all the finalists at this year’s Independent Games Festival, it’s Derek Yu of the splendid randomly-generated cave exploring game Spelunky, which is up for the Technical Excellence, Excellence in Design and Seamus McNally Grand Prize gongs. Here, Derek chats about his origins, TIGSource, Aquaria, how he abandoned and then rejoined game development, the odds on whether we’ll see a PC version of the XBLA Spelunky remake, and his answer to the most important question of all.
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IGF Factor 2012: WAY

Today in our series of chats with (almost) all the PC and Mac-based finalists at this year’s Independent Games Festival, it’s indie collective CoCo&Co’s fascinating, dialogue-free co-op puzzle-platformer WAY. The game is nominated for the Nuovo award, and was also a winner at this year’s IGF Student Showcase. Here, the team talk about their impressive games industry origins, the concept of playing games with an anonymous partner, how games can form emotional connections with their players, breaking down the barriers that so often separate gamers who don’t speak the same language, and their answer to the most important question of all.
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IGF Factor 2012: Botanicula

Next up in our series of chats with (almost) all the PC/Mac-based finalists, it’s the near-legendary Jakub Dvorský from Amanita Design, creators of Machinarium, Samorost and, soon, Botanicula – which is up for the Excellence In Visual Art and Excellence In Audio awards. Here, Jakub talks indie, experimentation and his answer to the most important question of all.

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IGF Factor 2012: Dear Esther

Hauntingly beautiful, exploration-based first-person ghost story Dear Esther (a lavish remake of the mod of the same name) is up for the Excellence In Visual Art, Excellence In Audio, Nuovo Award and Seamus McNally Grand Prize at this year’s Independent Games Festival. As part of our series chatting to the creators of (almost) all the PC and Mac-based finalists, today we talk to Robert Briscoe, lead artist on Dear Esther, about Stalker, Mirror’s Edge, making in-game exploration satisfying, why indie development should be taught in universities and his answer to the most important question of all.
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IGF Factor 2012: To The Moon

And so my semi-exhaustive attempt to chat to the makers of (almost) all the PC/Mac-based games which are nominated for Independent Games Festival awards this year continues. This time, it’s one of the boy Walker’s favourite games of last year, the backwards-storytelling, thoughtful sci-fi, and heartstring-pulling that is To The Moon. This point’n’click adventure is up for the Excellence in Audio prize. Here, Freebird Games’ Kan Gao discusses the autobiographical factors that informed the game, a few hints on The The Moon episode 2, groupies, chopsticks and the most important question of all.
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IGF Factor 2012: Prom Week

Next up in our series of chats with this year’s Independent Games Festival finalists is Mike Treanor and Josh McCoy from the UC Santa Cruz team behind ambitious high school-based social simulation/strategy game Prom Week – which is in the running for the Technical Excellence gong at IGF 2012. Here, they talk flirting, ‘social physics’, bathrooms and their answer to the most important question of all.
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IGF Factor 2012: Proteus

Today in our series profiling (almost) all the PC/Mac-based finalists at this year’s Independent Games Festival, we turn to wondrous freeform exploration game Proteus. Here, developer Ed Key and composer David Kanaga talk about the game’s origins, the role of music in games, quitting work to go full time on Proteus, wandering hobos and their answers to the most important question of all.
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IGF Factor 2012: Lume

Charming paper cut-out adventure game Lume from State of Play is up for the Excellence in Visual Art award at this year’s IGF. As part of our series of chats with the (PC/Mac-based) finalists, here we talk to State of Play director Luke Whittaker about Lume’s origins, the British invasion at IGF this year, games with a handmade aesthetic and his response to the most important question of all.

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IGF Factor 2012: Wonderputt

Next in our series of interviews with the finalists in this year’s IGF is gorgeous, isometric adventure golf course opus Wonderputt, which is up for the Excellence In Visual Art award. Here’s what creator Reece Millidge of Damp Gnat intends from and for the game, how it saved his bacon, and his answer to the most important question of all. Read the rest of this entry »

IGF Factor 2012: Atom Zombie Smasher

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

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: Antichamber

Next up in our series of chats with this year’s Independent Games Festival finalists is Alexander Bruce, creator of ‘psychological exploration puzzle mindfuck’ Antichamber – which is up for the Technical Excellence award. Here, he talks about competitions and conferences, being tired of alphas and unfinished games, and answers the most important question of all.
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IGF Factor 2012: Gunpoint

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

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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