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January 31, 2011

IGF 2011 Audience Award Opens Voting

[In this note to indie game fans, Independent Games Festival Chairman Brandon Boyer announces public voting to pick this year's IGF Audience Award from among all of the Main Competition finalist games for this year.]

It's time to have your say for the best Independent Games Festival game of 2011, based on the games you've tried! We've just opened public voting for this year's Audience Award, with all members of the public and the indie game community eligible to vote.

We're allowing voting for to any game chosen as a finalist in the festival, as opposed to just those with public PC demos, as in previous years. This is because many of the titles have been playable at other indie game events - or have Beta and other OS versions that many indie game fans may have checked out.

To be part of this year's vote, simply visit the IGF Audience Award page, download any of the games that are currently publicly available (each has been marked whether there's a version for you to purchase or otherwise download). When you've made up your mind, return to vote for your favorite.

After voting and inputting your email address, you'll need to verify your vote by clicking on a link sent to that email. Voting will be open from now until Friday, February 18th at midnight PST -- go check it out now and start making your way through the games!

January 9, 2011

2011 Independent Games Festival Announces Student Showcase Winners

The Independent Games Festival has announced the eight Student Showcase winners for the thirteenth annual presentation of its prestigious awards, celebrating the brightest and most innovative creations to come out of universities and games programs from around the world in the past year.

This year's showcase of top student talent include slapstick physical comedy adventure Octodad, from DePaul University's Team DGE2, University of Montreal student Richard E. Flanagan's boldly styled Myst-like adventure Fract, and Tiny and Big, an ambitious, comic-book styled 3D action platformer from Germany's School of Arts and Design Kassel.

In total, this year's Student Competition took in more than 280 game entries across all platforms -- PC, console and mobile -- from a wide diversity of the world's most prestigious universities and games programs, a 47% increase from entrants in the 2010 Festival, making the Student IGF one of the world's largest showcases of student talent.

All of the Student Showcase winners announced today will be playable on the Expo show floor at the historic 25th Game Developers Conference, to be held in San Francisco starting February 28th, 2011. Each team will receive a $500 prize for being selected into the Showcase, and are finalists for an additional $2,500 prize for Best Student Game, to be revealed during the Independent Games Festival Awards on March 2nd.

In conjunction with this announcement, IGF organizers are also revealing that this year's Independent Games Festival Awards at GDC will be hosted by Anthony Carboni. Carboni is host and producer of Bytejacker, the acclaimed indie and downloadable game video show and website, and one of the most enthusiastic and devoted followers of the independent game scene.

The full list of Student Showcase winners for the 2011 Independent Games Festival, along with 'honorable mentions' to those top-quality games that didn't quite make it to finalist status, are as follows:

e7 (Gymnasium Koniz Lerbermatt)
Fract (University of Montreal)
GLiD (Bournemouth University)
Octodad (DePaul University)
PaperPlane (ENJMIN)
Solace (DigiPen Institute of Technology)
Tiny and Big (School of Arts and Design Kassel)
Toys (Future Games Academy)

Honorable mentions: About Love Hate and the other ones (School of Arts and Design Kassel); EXP (NHTV); Paul and Percy (IT University Copenhagen); Senseless (University of Advancing Technology); StarTwine (Carleton University); Ute (School of Arts and Design Kassel).

This year's Student IGF entries were distributed to an opt-in subset of the main competition judging body, consisting of more than 60 leading independent and mainstream developers, academics and journalists. Now in its ninth year as a part of the larger Indendent Games Festival, the Student Showcase highlights up-and-coming talent from worldwide university programs.

It has served as the venue which first premiered numerous now widely recognized names, including Cloud from the USC-based team that became Thatgamecompany (Flower), as well as DigiPen's Narbacular Drop and Tag: The Power of Paint, which would evolve first into Valve's acclaimed Portal, with the latter brought on-board for the upcoming Portal 2.

"Even as general awareness of independent developers and their creative output increases year over year, our Student Showcase continues to be the best place to be genuinely surprised and delighted by entirely unknown talent," said IGF Chairman Brandon Boyer. "This year's lineup continues that tradition, with eight distinctive and wholly unique games from teams and individuals that we'll surely be hearing much more about in the future."

For more information on the Independent Games Festival, please visit the official IGF website -- and for those interested in registering for GDC 2011, which includes the Independent Games Summit, the IGF Pavilion and the IGF Awards Ceremony, please visit the Game Developers Conference website.

January 5, 2011

2011 Independent Games Festival Announces Main Competition Finalists

The Independent Games Festival has announced the Main Competition finalists for the thirteenth annual presentation of its prestigious awards, celebrating the brightest and most influential creations to come out of the independent video game development community in the past year.

This year's finalists for the most prestigious indie game awards are led by multiple nominations for standout titles including Frictional Games' psychological horror game Amnesia: The Dark Descent and Mojang's acclaimed 3D worldbuilding sandbox title Minecraft, which received three nominations each.

Other multiple-nominated titles include QCF Design's short playtime 'dungeon crawl' adventure Desktop Dungeons, Messhof's two-player retro fencing game Nidhogg, which received 3 nominations including a Nuovo Award nod, and Supergiant Games' lush isometric adventure title Bastion.

In addition, with the Best Mobile Game award integrated into the IGF Main Competition, there was stiff competition across all categories from games on platforms including iPhone, Android, iPad and beyond, with Best Mobile Game finalists including Ratloop's unique 'line of sight' puzzler Helsing's Fire and former IGF Grand Prize winner Erik Svedang's 'minimalistic dueling game' for iPad, Shot Shot Shoot, as well as Mikengreg's popular App Store title Solipskier.

All of the finalists announced today will be playable on the Expo show floor at the historic 25th Game Developers Conference, to be held in San Francisco starting February 28th, 2011. In addition, nearly $50,000 of prizes in various categories, including the $20,000 Seumas McNally Grand Prize will be awarded to these games at the Independent Games Festival Awards on the evening of March 2nd.

The almost 400 Main Competition entries represents almost 30 percent more games than last year's record 306 titles, itself a 35 percent rise over the previous year. This emphasizes the continued popularity and importance of the IGF, which has helped to highlight and popularize the major independent games of the last decade, from Darwinia and Braid through World Of Goo to Limbo and beyond.

The full list of finalists for the 2011 Independent Games Festival, with jury-picked 'honorable mentions' to those top-quality games that didn't quite make it to finalist status, are as follows:

All of the finalists announced today will be playable on the Expo show floor at the historic 25th Game Developers Conference, to be held in San Francisco starting February 28th, 2011. In addition, nearly $50,000 of prizes in various categories, including the $20,000 Seumas McNally Grand Prize will be awarded to these games at the Independent Games Festival Awards on the evening of March 2nd.

The almost 400 Main Competition entries represents almost 30 percent more games than last year's record 306 titles, itself a 35 percent rise over the previous year. This emphasizes the continued popularity and importance of the IGF, which has helped to highlight and popularize the major independent games of the last decade, from Darwinia and Braid through World Of Goo to Limbo and beyond.

The full list of finalists for the 2011 Independent Games Festival, with jury-picked 'honorable mentions' to those top-quality games that didn't quite make it to finalist status, are as follows:

Seumas McNally Grand Prize:

Amnesia: The Dark Descent (Frictional Games)
SpyParty (Chris Hecker)
Desktop Dungeons (QCF Design)
Minecraft (Mojang)
Nidhogg (Messhof)

Honorable mentions: Neptune's Pride (Iron Helmet Games); Super Crate Box (Vlambeer); Recettear: An Item Shop's Tale (Carpe Fulgur); Bit.Trip Runner (Gaijin Games); Retro City Rampage (Vblank Entertainment).

Excellence In Visual Art

Bastion (Supergiant Games)
The Dream Machine (Cockroach)
Cave Story (2010 Edition) (Nicalis)
Bit.Trip Runner (Gaijin Games)
Hohokum (Honeyslug & Richard Hogg)

Honorable mentions: Retro City Rampage (Vblank Entertainment); Cobalt (Oxeye Game Studio); Faraway (Steph Thirion); Helsing's Fire (Ratloop); Flotilla (Blendo Games).

Technical Excellence

Minecraft (Mojang)
Confetti Carnival (SpikySnail Games)
Amnesia: The Dark Descent (Frictional Games)
Neverdaunt:8Bit (Robot Loves Kitty)
Miegakure (Marc Ten Bosch)

Honorable mentions: Cobalt (Oxeye Game Studio); Achron (Hazardous Software); Hazard: The Journey Of Life (Demruth); Overgrowth (Wolfire Games); Swimming Under Clouds (Piece Of Pie Studios)

Excellence In Design

Desktop Dungeons (QCF Design)
Super Crate Box (Vlambeer)
Nidhogg (Messhof)
Faraway (Steph Thirion)
Minecraft (Mojang)

Honorable mentions: Helsing's Fire (Ratloop); Recettear: An Item Shop's Tale (Carpe Fulgur); Flotilla (Blendo Games); Bo (Mahdi Bahrami); Brutally Unfair Tactics Totally OK Now [B.U.T.T.O.N.] (Copenhagen Game Collective)

Excellence In Audio

Bastion (Supergiant Games)
Retro City Rampage (Vblank Entertainment)
Amnesia: The Dark Descent (Frictional Games)
Bit.Trip Beat (Gaijin Games)
Cobalt (Oxeye Game Studio)

Honorable mentions: Bit.Trip Runner (Gaijin Games); Cave Story (2010 Edition) (Nicalis); Jamestown (Final Form Games); NightSky (Nicalis); Planck (Shadegrown Games)

Best Mobile Game
Shot Shot Shoot (Erik Svedang)
Colorbind (Nonverbal)
Helsing's Fire (Ratloop)
Solipskier (Mikengreg)
Halcyon (Stfj)

Honorable mentions: Flick Kick Football (PikPok); Shibuya (Nevercenter); Spirits (Spaces Of Play); Tentacles (Press Play); Trainyard (Matt Rix)

Another key part of the 2011 Independent Games Festival, the Nuovo Award, intended to "honor abstract, shortform, and unconventional game development which advances the medium and the way we think about games", had finalists revealed on December 22nd.

Eight striking contenders, including Monobanda's Bohm, Cardboard Computer's A House In California, Messhof's Nidhogg, Stout Games' Dinner Date, Nicolai Troshinsky's Loop Raccord, Peter Brinson and Kurosh ValaNejad's The Cat and the Coup, Copenhagen Game Collective's Brutally Unfair Tactics Totally OK Now (B.U.T.T.O.N.), and Demruth's Hazard: The Journey Of Life will also be present in a special section of the IGF Pavilion. with a specially increased $5,000 prize being given out to the Nuovo Prize winner.

This year's IGF entries were distributed to more than 150 notable industry judges for evaluation, and their highest recommendations passed on to a set of elite discipline-specific juries for each award, who debated and voted on their favorites. Each of the individual juries has released a jury statement on IGF.com featuring select debate excerpts explaining their game choices.

All 2011 Independent Games Festival finalists for both the Main Competition and the Nuovo Award will be awarded passes to GDC 2011 in San Francisco this March, where they will attend the 2011 Independent Games Summit - featuring two days of lectures and presentations from leading indie game developers. They will also be presenting playable versions of their game to all Game Developers Conference attendees at the IGF Pavilion on the GDC Expo Floor from Wednesday, March 2nd through Friday, March 4th.

Finally, the IGF 2011 winners will be announced on stage at the major Independent Games Festival Awards on Wednesday, March 2nd, 2011, at the Moscone Center. The IGF Awards, which kick off at 6:30pm PST, are held immediately preceding the acclaimed 2011 Game Developers Choice Awards, honoring the best games of the year from across all sections of video game development.

"From scrappy single person start-ups to more robust indies, and from surprising debuts to surprise successes, this year's finalist line-up is a perfect showcase of the breadth and diversity of what it means to be 'independent'," said IGF Chairman Brandon Boyer. "I'm excited to see all the developers represented gain more recognition from a wider audience for what they've worked so hard to create, as the importance of the independent games community grows even further."

The Independent Games Festival was established in 1998 by UBM TechWeb's Game Network to encourage the rise of independent game development and to recognize the best independent game titles, in the same way that the Sundance Film Festival honors the independent film community.

Organizers would like to thank sponsors including Crytek (platinum), Microsoft (gold), platform (GameTree.TV/Transgaming), DigiPen (student platinum), ENJMIN (student gold), plus Direct2Drive (official download partner), who will be presenting finalists for its D2D Vision Award in the near future. IGF Student Showcase award winners, contending for the Best Student Game award at the Festival, will be announced during the week of January 10th, and an IGF Audience Award from participating titles will kick off in late January.

For more information on the Independent Games Festival, please visit the official IGF website -- and for those interested in registering for GDC 2011, which includes the Independent Games Summit, the IGF Pavilion and the IGF Awards Ceremony, please visit the Game Developers Conference website.

January 2, 2011

2011 Independent Games Festival: Jury Statement on Main Competition Finalists

Following the announcement of the finalists for all remaining categories of the 2011 Independent Games Festival, each panel has released further details on the discussion, illuminating the thought process behind their respective finalist choices.

The finalist statements, a counterpart to the original, earlier statement from this year's Nuovo jury, are collected below from various members of our lineup of 2011 jurists, and read as follows:

Seumas McNally Grand Prize

Frictional Games' first person horror-adventure Amnesia was praised for its "interesting, visceral, tactile interface" and "incredible atmosphere and tension". Wrote one jurist: "I can't play it more than an hour at a time, even though I'd like to." Meanwhile, QCF's Desktop Dungeons, mashes rogue-like and puzzle-game play in a way "so fun and elegantly designed" that jurists didn't hesitate to deign "pure genius".

Mojang's successful first person creation/excavation game Minecraft was the subject of much discussion across the board, with the Grand Prize jury concluding that it should be noted as a familiar its table-turning design: "Instead of spending hundreds of millions of dollars to craft a lavishly decorated stage set on which the player has a series of entertaining experiences, Minecraft grows a complex world out of asmall set of finely-tuned rules... It shows what games are good at - abstraction, compression, emergence, boiling a worldful of psychedelic soup out of a handful of logical stones."

Messhof's tug-of-war fencing game Nidhogg was praised here for not just for balancing controls "simple enough for absolute beginners, but still deep and interesting over 20 minutes," but for "the fact that it's also an amazing spectator sport" -- "a public spectacle where 2 people battle to the death while a blood-thirsty crowd cheers on."

And finally, the jury called Chris Hecker's Spy Party "one of the most original and fun multiplayer experiences I've had since Street Fighter 2," and "the pinnacle of independent game development: an insane idea wrapped in crazy accessibility issues tied around something that seems impossible to market, which ends up being one of the most interesting, sublime, intense and FUN gaming experiences you can have."

Excellence In Visual Art

In the Visual Art category, jurists praised SuperGiant's adventure game Bastion's artwork for the way it gave the game "a real childhood, fairytale atmosphere", with a lushness that can often "blast eyeballs with more detail than it can handle," but "rendered well enough that it doesn't obstruct the player" -- concluding that it was "an incredibly brave art style for a small team to pick."

The same was said for two more aesthetically retro-styled games: Gaijin's Bit.Trip RUNNER, for its "cohesive and bold 3D art style from start to finish, a game that looks "so retro yet so fresh at the same time", and Nicalis's 2010 edition of indie classic Cave Story, which one jurist described playing for the first time and thinking "This is more than perfect, this is the work of a details-oriented genius."

The claymation/stop-motion approach taken by Cockroach's The Dream Machine itself was noted as an "underutilized" style in independent games, but was praised for being "gimmick" free: said one jurist, "somebody really had a vision for how this game should look." And finally Honeyslug's Hohokum was praised for simply being "exciting to look at" and for exhibiting "a neat tension between the playful visuals and the apocalyptic tone of the game".

Technical Excellence

The jurists in the Technical Excellence category long debated precisely what aspects of a game's underlying science should be praised and rewarded, before settling on a definition revolving around implementation of that technology.

"Games that are 'technically excellent' are also usually a testament to craftsmanship and taste," remarked one jurist. "In other words, having a super-duper particle system is one thing, but using that particle system in a way that supports the gameplay is a more impressive use of tech."

To that end, Frictional's Amnesia was again selected by a jury not just for its impressive underlying engine, but, for example "using its lighting system to create the atmosphere that makes it the great game that it is" -- for "using shader effects and nonlinear projective mappings... to convey claustrophobia and anxiety."

SpikySnail's Confetti Carnival, too, was praised for its polish and intuitiveness, and for "perfect tweaking a well-studied piece of technology." Said one jurist: "crafting a mass-spring system such that it behaves like a continuum is a hard problem, and the continuum 'hack' these guys implemented works great."

Meanwhile, jurists also praised Marc ten Bosch's fourth-dimension exploring puzzler Miegakure for using game mechanics to "provide a space for the exploration of a technically complex and fascinating concept," and generally serving "as a demonstration of why games are unique among other technical mediums, able to illuminate ideas through interaction in a way that nothing else can."

And finally, two games that explore similar themes of shared creative space. Mojang's Minecraft was selected for the way it "demonstrates how the interaction of simple systems can create beautifully complex and emergent consequences", and for "the uncertainty of the procedural terrain algorithm, coupled with the genius decision to limit the player to the same grid that the terrain generator operates on," while Robot Loves Kitty's Neverdaunt:8Bit was highlighted for "the sheer depth of what you can create" and for details like its "explicit logical gates" and "dynamic surfaces".

Excellence In Design

Design jurists agreed that the category would reward games that demonstrated not only "originality" and "elegance" in their underlying design, but things "mainstream developers are UNWILLING to do" -- something "risky, personal, arty, unconventional, niche, or dangerous"

QCF's "perfectly compressed" Desktop Dungeons was just one of those games, by offering "an entirely new design idea: literally everything in the game is a commodity to be managed", and for "keeping the exterior or interface simple (weapon power, level, health, and magic are your only stats - the only control is mouse clicks) but having enormously complicated and interesting choices to make", while Steph Thirion's Faraway, a game praised for being "lovely, deep, and elegant," within its "severely limiting" underlying one-button play.

Messhof's "riotously fun" Nidhogg here, too, was selected for its "clean, simple controls, and new concept", and for "capturing a vibe of high action and adventure, and reproducing some real swordfighting dynamics," while Vlambeer's retro-styled Super Crate Box was described as "reductive hardcore action shooting platforming brilliance" for its juggling act of three core goals "stay alive, get crates, prevent enemies from reaching bottom."

Finally, Mojang's Minecraft here was praised for aspects of its design including an appeal "the creative side of people," and a first-person "living Lego" sense of imagination, and also more minute specifics, such as its crafting system that inspires deduction by requiring the player to create recipes "spatially and logically." Said one jurist: "I truly don't know what I'm going to find: this is an untouched world that is mine to live and die in... [other, more traditional open-world games] feel like an authored world created by repeating the same cookie cutter pieces."

Excellence In Audio

The Excellence in Audio jury also selected Frictional's Amnesia for making use of discrete elements to conjure its mood and horror, saying its audio was "essential to the believability and enjoyment of the game" and created "a palpable fear that rivals the best survival horror gaming experiences I can remember." Said one jurist: "The whole effect could have been ruined and seemed either too boring/minimalistic or too campy/overdone. Instead, it strikes a perfect balance, and shows just how crucial audio can be, specifically with regards to terror and suspense."

The creative use of narration in SuperGiant's Bastion earned it "top points for execution", with one jurist saying that aspect, "combined with earthy music, leads to a very interesting Legend-Of-Mana-by-way-of-Southern-Yarn experience that is essential to the game -- I would not have continued playing it for as long as I did if not for the soothing rumble of the Narrator."

Gaijin's Bit.Trip BEAT was praised for enhancing what otherwise might seem to be a "modern variation on Pong" via its synchronized and "enthralling" soundscape, one called "absolutely integral to the experience". "This is the game we musician-gamers always thought would be doable when we first saw Pong", added one jurist. The soundscape in Oxeye's Cobalt was also praised for "giving it the amount of life it has", with "immersive sound effect work that absolutely sells the atmosphere," and a soundtrack that "stays away from melodic motifs to let the overall ambience take center stage."

Finally, Vblank's NES-stlyed Retro City Rampage was praised as a game "chock full of audio personality", with "every bit, clink, and bang lovingly rendered in gorgeous square and sine waves" that crucially added to its faux-"authenticity". "I LOVE that the music and the SFX were all done with tracker sheets," added one jurist. "It is admirable that they went to the extra trouble for authentic audio, when there are so many easier ways to make 'passable' approximations."

Best Mobile Game

In the Mobile category, jurists gave Nonverbal's Colorbind high marks for giving what appears to be a simple game "surprisingly deep complexity", and for blending its "original mechanic" with "lovely, lovely presentation", while Stfj's "smart, abstract, enjoyable, friendly and meditative" Halcyon was praised for its "beautiful" mix of procedural/interactive music, well-executed minimalism and addictive play, particularly in cooperative mode.

Ratloop's "line of sight" puzzler Helsing's Fire was called out for being "a very polished game with an unusual game mechanic that emphasizes deduction with a pinch of action", that was a "perfect fit for the iPhone," while Mikengreg's Solipskier was praised as "independent gaming at its best" for "balancing coarse controls for beginners with detailed controls for expert players", and giving off "drama, feel, and life in spades."

Finally, Erik Svedang's original multiplayer iPad design Shot Shot Shoot was called "possibly the most elegantly-designed multiplayer game I've ever played" and "something brand new, and very old at the same time". Added one jurist: "It's the stripped-down vision of one guy, with all the superfluous stuff left out in order to allow a simple, pure concept to shine in a way that only games can."

All of the finalists announced will be playable on the Expo show floor at the historic 25th Game Developers Conference, to be held in San Francisco starting February 28th, 2011. In addition, nearly $50,000 of prizes in various categories, including the $20,000 Seumas McNally Grand Prize will be awarded to these games at the Independent Games Festival Awards on the evening of March 2nd.