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GDC 2011

How to Win the IGF in 15 Weeks or Less

Posted by mittens, in Summits, Indie Games, Design, Production 01 March 2011 - - - - - - · 1,052 views

Andy Schatz, the developer of Monaco, took the stage to preface his session by saying he isn't going to talk about how to make an IGF winner but, rather, just to tell his story.


The Full Spelunky on Spelunky XBLA

Posted by SHilbert, in Summits, Indie Games 01 March 2011 - - - - - - · 597 views

This talk was given by Derek Yu and Andy Hull. Derek started off the talk by describing his development history, contrasting his "small" games (Diabolika, I'm OK, Spelunky) and his "large" games (Eternal Daughter, Aquaria, Spelunky XBLA.) He said that these smaller games were important to his ability to create the larger games, in...

The Journey to Creating Shank

Posted by mittens, in Sessions, Summits, Indie Games 01 March 2011 - - - - - - · 1,233 views

Jamie Cheng, one of the founders of Klei Entertainment, started his presentation on the team's development on Shank by showing a graph of Klei's games getting "[m]ore and more violent over time" starting with Eets, then Sugar Rush, and culminating in their most recent...

The Humble Indie Bundle

Posted by SHilbert, in Summits, Indie Games 28 February 2011 - - - - - - · 633 views

The first session in the Indie Games Summit this year covered the Humble Indie Bundle, and was given by Jeffery Rosen and John Graham of Wolfire Games. They gave a sort of postmortem for both the first and second Humble Indie Bundles, covering a lot of details about the design, preparation, launch, and results...