Bunker Punks the brain child of Shane Neville shares a poem on the night of his games release on Steam Early Access. Bunker Punks is a retro FPS with roguelike and basebuilding [...]
In this instalment of Full Indie Kevin discusses the huge undertaking of creating custom Twitch notifications he envisioned and executed flawlessly for the game Darkest Dungeon. As a lifelong gamer and audiophile, Kevin's day-to-day [...]
Simon Hason the creator of Lonewolf a 2D tactical sniper game that mixes shooter mechanics with puzzle mechanics talks about what it was like to create a game that he funded out [...]
Denis Ivanov the creator of States, Firms and Households talks to us about the development process of his game. It's a new economic sim where players are firms that try to gain [...]
Derrick Aynage works for Fuel a live events company that takes the entire code base of released games and continues to operate the game for the original creators. He talks about why [...]
Roger Precious is a full time air traffic controller and the owner of Big Fat Simulations where he develops air traffic control games and simulations, great for anybody who has an interest in [...]
Matt is a veteran game developer with over 15 years professional game development experience, both at large companies including EA and THQ and at smaller independent studios. He is an early backer [...]
Kayla an experienced veteran in the game industry with 10+ years of experience talks about the exciting future of VR. She's an experienced leader, manager, producer, developer, designer and is a leading VR and AR [...]
In the opening talk at the Full Indie Summit 2016 Kevin Regamey asked Sound Designer's from around the industry, "What is the most interesting or most effective way you've used audio to contribute [...]
Hugh Monahan discusses what contributed to the less than desirable release of Brigador. Hugh is a designer and lead developer at Stellar Jockeys, a studio he founded in 2010. His company’s first title, [...]
Nels Anderson is a game designer, most recently for Firewatch with Campo Santo. He was previously the lead designer of Mark of the Ninja at Klei Entertainment and is probably the only [...]
Kert Gartner is the winner of multiple Game Trailer and Graphic Design awards. He has almost 10 years of experience in the VFX industry and in this presentation he talks about [...]
Claris Cyarron talks about developers of #altgames and their influence in the gaming industry. Claris is a storyteller, multi-disciplinary designer, queer artist and art historian. Cultivating layers of significance, she uses architectural, narratological, [...]
Game designer Steve Swink (SCALE) examines the idea of deliberate practice for game design. He gives insight in to his methods and how he applies them to game development. SCALE is a [...]
Marc ten Bosch is an independent game designer based in San Francisco. He is currently working on the award-winning Miegakure, a game where you explore a world with four dimensions of space [...]
In the Closing talk at the 2016 Summit Ryan Clark gives valuable insight in to his development processes to create indie game hits. A veteran independent game developer, Ryan Clark has been [...]
Flewn – The surreal journey of an old whale walking on stilts through a desert in search of a lost oceanYanni Fyssas
Gabriel helps clients tell stories with design & code. His latest major work is flewnstory.com now available the iOS app store. Previously worked as a designer, animator and technical director for motion [...]
Everyone needs to do marketing to survive. A lot of people out there just hate doing it or don’t know where to start. Or they are doing it, and wish it [...]
Kevin Regamey - Powerup Audio
Why go Full Indie? Interviews with Indies, attendees and game fans on why the Summit is such a great and important event! We gather for inspiration, perspective, knowledge, and to be a part [...]
Friendly Fire: Designing TowerFall Matt Thorson is an Indie Game Developer from Vancouver who is best known for creating the competitive arrow-slinger TowerFall. Notes from the process of designing a local multiplayer hit. [...]
Pricing, Sales, and Bundles: Building a Sustainable Business. Jeff Vogel (Spiderweb Software) In this tough, competitive market, it is important to extract as much cash from your game as possible. At the same [...]
Friendship, Partnership, and Hardship: Mixing friendship and business. Tommy Refenes (Super Meat Boy) When the desire to create becomes so strong that an individual or group of individuals wants to throw caution to [...]
Ty Taylor – The Art and Science of Procedural Puzzle Generation (The Bridge, Tumblestone) [Summit 2015]Yanni Fyssas
The Art and Science of Procedural Puzzle Generation Ty Taylor (The Bridge, Tumblest Ty Taylor (@IMakeIndieGames) is an independent game designer and software engineer who has been making video games for over 12 [...]
Developing room-scale VR games aka: Make a VR game in 17 minutes Zach Barth (Valve) Developing games for VR presents many opportunities, but also many challenges. In this talk we'll explore some of the [...]
Designing Better Games Using Artificial Intelligence, Automated Play Testing, and Computational Creativity Aaron Isaksen (NYU Game Innovation Lab) Making great games requires searching a massive space of all possible games to discover the [...]
Chris Bourassa & Tyler Sigman (Darkest Dungeon) Chris Bourassa (@BourassaArt) is the Creative Director and Co-Founder of Red Hook Studios where he works like a maniac on Darkest Dungeon. Chris has been a [...]
Twitch + Indie Devs = <3 Clara Sia (Seriously, Clara?, Twitch Streamer) A brief overview of why indie devs should keep streamability in mind, the potential synergy between broadcasters and indie devs, pitfalls, [...]
Eric reveals some great tips when building your VR game and how to make the most of the VR user experience. http://www.archiactinteractive.com/
Using Darkest Dungeon as a case study, Chris explores creative direction and shows us how it can be used to fine tune game design and streamline decision making.
Alec Holowka (@infinite_ammo) and Karen Teixeira (@bitmOO) share their experiences of working on multiple indie game projects while in the midst of tumultuous life changes. Projects discussed include: Night in the [...]
Shape of the World developer Stu Maxwell discusses the difference in motivation between AAA and Indie game art. http://www.shapeoftheworldgame.com/ DESCRIPTION Shape of the World is an ephemeral first-person exploration game where [...]
Colin talks about his travels far and wide and how they shaped his and Sarah's games.
Leonard Paul discusses the benefits of using middleware audio solutions for your indie game. Download Len's Presentation in PDF format here You can reach Len: School.VideoGameAudio.com @SchoolGameAudio
Justin McMichael discusses how to build a multiplayer back end for your games. Since 2013, http://www.kinematicsoup.com/ has have been building technologies to make developers' lives easier. They are at the forefront [...]
Sportsball is a combination of soccer, jousting, and flying birds. This Wii U local multiplayer game was brought to conventions and events around North America, including IndieCade, PAX South, and the EMP Museum [...]
Mark describes how Klei Entertainment developed the multi-player component of Don't Starve Together. http://www.dontstarvegame.com/ AN UNCOMPROMISING WILDERNESS SURVIVAL GAME FULL OF SCIENCE AND MAGIC. Play as Wilson, an intrepid Gentleman Scientist [...]
Victory Square Games concepted and designed the gameplay behind the hottest and most innovative live-action adventure that the world has ever seen. Teamwork, delegation and problem solving are just the least of [...]
Bram Stolk discusses the creation of his iOS hit game The Little Crane That Could and how he completely defied crowd wisdom in the process. http://stolk.org/tlctc/
The 2014 Keynote speech by Rami Ismail on Vlambeer & Free Toolkits
Matthew Marteinsson (@mattesque), one man sound army at Klei, about "The sounds of Don't Starve" (Audio)
Nick Waanders (@nickwaanders), founder of Slick Entertainment, about “Creating games faster by doing everything twice” (Development) Giant monolithic engine and shared data between the editor and the engine create too many dependencies and [...]
Nick Suttner (@nsuttner), Sony Entertainment and PlayStation (Platform)
Valve's charismatic duo Chet Faliszek & Aaron Leiby discuss how Valve is pushing the boundaries for VR games, Presence, and a slew of other goodies
Former Nintendo Indie champion Dan Adelman worked at the company for almost nine years from 2005 through 2014. He helped launch and manage digital distribution platforms such as WiiWare, DSiWare, and the 3DS/Wii [...]
Arinn Dembo : The Secret Story of Your Game. How narrative can be found anywhere and why it will help your game.
Brian Provinciano discusses how proper messaging is vital to create realistic expectations for your fans and press.
What if Steam usage is really a FreeToPlay game discuised as a platform? Hmmm...
Nels Anderson (@Nelsormensch), lead designer on Mark of the Ninja and currently designing games with Campo Santo with the talk “How Systems Will Save Us All” (Design) Games are learned skills: how you [...]
John Polson (@JohnPolson), Indie-Fund.com game scout, with a talk on promoting your game everywhere you can, to everyone you can, in every way you can.
Mavis Dixon (@PreferHealth), at Ayogo: "From Games to Change" about connecting the dots between behavioural psychology, games and persuasive-design principles to show how real change can happen in health care (Design) [...]
Michael McDonald discussed marketing for indies blending his experience working in Indie & AAA Studios.
Alec Holowka (@infinite_ammo), coder, composer, podcast host and co-habitant of IndieHouse, about the tech used for "Night in the Wood" (Development)
What would you learn if you completely dissected Kim Kardashian Hollywood (the game)?
Tyler Sigman (@tylersigman), co-president Red Hook Studios and designer of Darkest Dungeon: “Balance is overrated” (Design) What is balance anyway? - Parity: each character, faction or unit is equally powerful or with equal [...]
Daniel Cook (@danctheduck), Chief Creative Officer at Spry Fox, about "Narrative Legos" (Writing/Design)
Ryan Letourneau - Using YouTube channels to market your game
Nels talks about designing Mark of the Ninja
Rustclad is a story exploration game where you journey across an alien world to solve a mystery that threatens your colony. It features real-world-sourced art (hand-built and found). If you want to know how [...]
Tyler discusses game design processes drawing on his own unique experience all the way back to 1999.
Shane Neville tells us why making the game is only half the battle ... and air guitaring.
Chevy Ray Johnston - talked to a bunch of Indie Pros and shares their wisdom with us here!
Erik Johnson from Arcen Games and his approach to Indie Game Marketing
Nick Yonge and his approach to rapid game development.
Jason Bailey (East Side Games): Saying Dirty Words on Stage. aka... how things work at East Side Games