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February 22, 2012
 
Spark Unlimited, Inc.
Senior Graphics Engineer
 
Avalanche Studios
Graphics Programmer, New York
 
Penn State Erie, The Behrend College
Interactive Media Game Development Faculty Position
 
BioWare Austin
Marketing Analyst
 
Spark Unlimited, Inc.
Lead Gameplay Engineer
 
Playdom
Server Programmer
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arrow GDC 2012
San Francisco, United States
03.05.2012
 
arrow Penn College Open House
, United States
03.24.2012
 
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Orlando, United States
03.26.2012
 
arrow E3 Expo
Los Angeles, United States
06.05.2012
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About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
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Independent Games News
  Interview: Silver Dollar uses XBLIG for its mad experiments Exclusive
by Mike Rose [02.22.12]
If you've dabbled in Xbox Live Indie Games, then you'll no doubt have crossed paths with Silver Dollar Games. Gamasutra talks to founder Jon Flook about his upcoming game One Finger Death Punch.  
Console/PC, Indie, Console Digital, Exclusive, Business
 
 
Road to the IGF: Game Oven's Fingle Exclusive
by Eric Caoili [02.22.12]
As part of Gamasutra's Road to the IGF series, Game Oven's Adriaan de Jongh and Bojan Endrovski talk about their intimate iPad game Fingle, one of the finalists for IGF's Nuovo Award.  
Smartphone/Tablet, Indie, Exclusive, IGF/OnLive , Design
 
Frictional Games and Dear Esther dev team up for Amnesia sequel
by Tom Curtis [02.22.12]
Frictional Games has begun work on a sequel to its indie horror game Amnesia: The Dark Descent, and has enlisted the help of the team behind the atmospheric IGF finalist Dear Esther.  
Console/PC, Indie, Marketing
 
Sponsored feature: Canada showcases its growing indie community
by Staff [02.22.12]
In Gamasutra's latest sponsored feature, Telefilm Canada points to some of its region's most successful indie developers and companies, detailing the country's diversity and its impact on the game industry at large.  
Console/PC, Indie, Business
 
Your game industry in your words: Week of February 17
by Eric Caoili [02.21.12]
Gamasutra highlights choice quotes from industry figures such as Activision's Eric Hirshberg, Prince of Persia creator Jordan Mechner, NASA's Brian Dunbar, and many others in this new weekly roundup.  
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design
 
Road to the IGF: State of Play's Lume Exclusive
by Eric Caoili [02.21.12]
As part of Gamasutra's Road to the IGF series, State of Play's Luke Whittaker discusses IGF's Excellence in Visual Arts nominee Lume, and how he helped craft the adventure game's unique aesthetic and concept. 1
Smartphone/Tablet, Indie, Exclusive, IGF/OnLive , Design
 
Mojang, Humble Indie Bundle game jam raises $458K for charity
by Mike Rose [02.20.12]
Minecraft creator Mojang and the Humble Indie Bundle have raised nearly half a million dollars for charity as part of their 60-hour game jam over the weekend.  
Console/PC, Indie, Business
 
Road to the IGF: Thechineseroom's Dear Esther Exclusive
by John Polson, Lewie Procter [02.20.12]
As part of Gamasutra's Road to the IGF series, Robert Briscoe and Dan Pinchbeck of Thechineseroom discuss their mod turned commercial title Dear Esther and its IGF nomination. 1
Indie, Exclusive, IGF/OnLive , Design

Independent Games Features
  Postmortem: Days of Wonder's Ticket to Ride Pocket by Yann Corno, Gerald Guyomard [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation. 1
Business, Game Design, Postmortem, Production, Indie, Smartphone/Tablet
 
 
Principles of an Indie Game Bottom Feeder by Jeff Vogel [02.09.12]
Moving into indie development? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud on the ocean floor," writes Spiderweb Software's Jeff Vogel. 36
Business, Indie
 
Postmortem: Appy Entertainment's SpellCraft School of Magic by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously. 5
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
 
Talking the Future of Minecraft by Christian Nutt [01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.  
Business, Game Design, Interview, Indie
 
Postmortem: Mode 7 Games' Frozen Synapse by Paul Taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success. 3
Audio, Business, Game Design, Postmortem, Production, Indie

Independent Games Blogs
  Piracy and the four currencies
by Lars Doucet [02.22.12]
Most piracy debates only discuss one currency: money-dollars. This is wrong because there are at LEAST four: money-dollars, time-dollars, pain-in-the-butt-dollars, and integrity-dollars. 1
Business, Game Design, Production, Console/PC, Indie
 
 
The Lost Value of Mystery
by Eric Schwarz [02.22.12]
Most games rely on novel new content and mystery to keep players coming back. Why, then, is it becoming increasing rare to actually see games take advantage of this? 1
Game Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
 
A Short Introduction
by Harold Absalom [02.21.12]
A couple of words about myself, and my indie studio, Small Fox.  
Indie
 
Of Large Levels and Small Devices
by Ian Wagner [02.21.12]
One of the fun things we get to deal with while developing the Fixbot game engine is management of the iPhone's short-term memory.  
Programming, Indie, Smartphone/Tablet
 
The Combinatorial Itch
by Evan Jones [02.21.12]
Humans are naturally creative and tend to enjoy finding ways to rearrange existing tools in new combinations. How can games do a better job of fostering this creativity? 5
Game Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Independent Games Jobs
  Sanzaru Games Inc. — Foster City, CA, USA
[02.21.12]
Game Programmer

Independent Games
 
 
Red 5 Studios — Laguna Hills, CA, USA
[02.21.12]
Talent Scout-Sourcer

Independent Games

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