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Indie Games Follow-up: The Class of 2000

A 2001 Odyssey

"Just do something! Anything! If you don't try, you won't get in."

Jonas Stewart, Silver Creek Entertainment


Now finalists are in for the 2001 IGF <www.indiegames.com> and though the bar is higher for the upcoming games many of the principles (and challenges) will be the same for the IGF finalists, past and present.

"Get started early!" said Jonas Stewart of Silver Creek Entertainment. "It seems like a flash between the end of the IGF and the deadline for next year."

LDA's Jim McNally said that testing is an important part as well. "Work hard. Make sure that the technical aspects are sound, and have fun."

Another thing to keep in mind, said A-Sharp's Dunham, is that your primary focus as an IGF finalist is on presenting the game, not on the GDC itself. "We were extremely pleased when we found out we were a 2000 finalist, because it was a great chance to show off the game. On the other hand, it was a lot of work to actually staff two stations for pretty much the entire conference. I think I managed to get to only one session, unlike past GDCs where I've spent most of my time absorbing information."

McCuskey from Spin Studios sums up the secret to IGF success. "Don't let the competition consume you, 'cause that's not what it's about. Just concentrate on making a killer game and the rest will follow naturally."

Thanks to the IGF finalists and winners, particularly the McNally family, for sharing their wonderful stories.

The third annual Independent Games Festival is planned March 20th - 24th, 2001, in San Jose, CA, as part of the Game Developer's Conference.

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