Simon CarlessPart of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Indie Prototyping, Braid, & Making Innovative Games (Jonathan Blow, Number None)
Former Game Developer magazine code columnist and 2006 IGF Design Innovation winner Jonathan Blow, the creator of innovative time-manipulating platform title Braid, discusses the deliberate methodology behind his indie game prototyping. He shows how he conceives, develops, and tests out indie concepts in playable form, and discusses how you know when a prototype is working, and where to take it from there, demonstrating multiple in-development prototypes (including Braid) along the way.
[With an introduction to the day's proceedings by IGF Chairman Simon Carless - please skip to 1.45 to start the lecture itself.]
IGS 2007: Jon Blow - Indie Prototyping, Braid, & Making Innovative GamesSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Indie Prototyping, Braid, & Making Innovative Games (Jonathan Blow, Number None)
Former Game Developer magazine code columnist and 2006 IGF Design Innovation winner Jonathan Blow, the creator of innovative time-manipulating platform title Braid, discusses the deliberate methodology behind his indie game prototyping. He shows how he conceives, develops, and tests out indie concepts in playable form, and discusses how you know when a prototype is working, and where to take it from there, demonstrating multiple in-development prototypes (including Braid) along the way.
[With an introduction to the day's proceedings by IGF Chairman Simon Carless - please skip to 1.45 to start the lecture itself.]
CMP TechnologyIGS 2007: Jacob Van Wingen, Don Wurster - Postmortem: Small ArmsSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut)
The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight into developing indie games on console.
CMP TechnologyDRM playing MSX chiptunes live at Tokyo Game Show 2006Simon Carless2014-04-12 | On the D4 booth as part of a bigger chiptune mini-concert.IGS 2007: Matthew Wegner - Physics Games Go Indie lectureSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
'Physics Games Go Indie' (Matthew Wegner, Flashbang Studios) - Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out.
CMP TechnologyIGS 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab)Simon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
The Casual Cash Cow? (Eric Zimmerman, Gamelab)
The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as keeping a sharp company vision, being aggressive on deal negotiation, and being an 'honest hustler'.
CMP TechnologyIGS 2007: Building The Future of Indie Games PanelSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
'Building The Future of Indie Games' Panel (Greg Costikyan, Manifesto Games; Mark Morris, Introversion; Eric Zimmerman, Gamelab; Derek Yu, Bit Blot; Moderator: Simon Carless, IGF)
"In a much more wide-ranging discussion, we look at the next two, five, or even ten years for the independent games movement. How will the opportunities to make a living change? Where is the innovation going to come from, and how? And why is it a particularly good (or indeed, bad!) time to be an indie game creator? We've picked some leading lights and opinion-makers in or bordering the indie scene to discuss this in detail."
CMP TechnologyIGS 2007: Dave Grossman & Kevin Bruner - Episodic Gaming For IndiesSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Episodic Gaming For Indies (Dave Grossman & Kevin Bruner, Telltale Games)
Telltale's CTO and design lead talk about their experiences as an indie developing the Sam & Max and Bone series as PC episodic titles, explaining what the company learnt and what other indies should know about the pros and cons of episodic gaming.
CMP TechnologyIGS 2007: Daniel James - Making An Indie MMOSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Making An Indie MMO (Daniel James, Three Rings)
The business and creative mind behind games such as Puzzle Pirates and Bang! Howdy discusses the practical logistics of handling heavily invested online game players as an independent developer, discussing elements such as when and how to update content, community management and keeping players interested, how to approach Beta tests, technical support, and much more - a key hands-on lecture for all those considering making an indie online game.
CMP TechnologyIGS 2007: Innovation in Indie Games w/ Swink, Gabler, Chen, Mak, & BlowSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Innovation in Indie Games (Kyle Gabler, Experimental Gameplay Project; Jenova Chen, ThatGameCompany; Jon Mak, Queasy Games; Jon Blow, Number-None; Moderator - Steve Swink, Flashbang Studios)
Join the luminary creators of the Experimental Gameplay Project at CMU, IGF-winning Braid, and the brilliant Everyday Shooter as they dissect innovation in indie games. How do we generate Earth-shattering ideas that will change the face of gaming? Can small teams innovate? Is 'innovation' really what we want?
CMP TechnologyGDC 2007 Programmers ChallengeSimon Carless2014-04-12 | From Game Developers Conference 2007 - "Written by Jeff Roberts and Casey Muratori, who also hosted the event, questions on everything from Dijkstra's algorithm to strangely named Gundam games garnered huge laughs from competitors Josh Adams, Brian Jacobson, Chris Hecker, Eric Malafeew, Jonathan Blow, and Chris Butcher, as well as the audience."
Special thanks to Eric Malafeew of Harmonix for encoding the video, and to Mitch Soule of RAD Game Tools for manning the camera, and of course to all the participants for making the show so much fun!IGS 2007: Russell Carroll - Marketing For IndiesSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Marketing For Indies (Russell Carroll, Reflexive/GameTunnel)
Want your game to be the one everyone is talking about? Interested in increasing how many copies you've sold? Russell Carroll, who heads up marketing for Wik & The Fable Of Souls creator Reflexive, and also founded key indie game press site GameTunnel, discusses how to maximize your buzz and sales opportunities. Using and abusing the press and game portals, alternative marketing, viral marketing, press release tactics and an overview of brand design and development all will be discussed in a whirlwind thirty minute presentation that will forever change the way you market your games.
CMP TechnologyIGS 2007: Kim Swift - Our Journey From Narbacular Drop To PortalSimon Carless2014-04-12 | Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007:
Our Journey From Narbacular Drop To Portal (Kim Swift, Valve)
In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued innovation at the home of Half-Life.