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CONFERENCE  

|    Programming
    INDEPENDENT GAMES
Monday, March 17 & Tuesday, March 18

The Independent Games Summit represents the voice of the independent game developer at GDC. It features lectures, postmortems and roundtables from some of the most notable independent game creators, including many former and current Independent Games Festival finalists and winners. The Independent Games Summit seeks to highlight the brightest and the best of indie development, with discussions ranging from game design philosophy, distribution, business, marketing, and much more.

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2014 HIGHLIGHTED SESSIONS

Trial by Fire: The Making of Little Inferno
Kyle Gray (Tomorrow Corporation)
Little Inferno started as a fireplace simulator. Then it became an adventure game. Then an arcade game about burning the world. Then a satirical fireplace simulator with a deep, dark secret. Little Inferno's journey from start to finish was just as strange as the game itself. In this session, Kyle Gray (Tomorrow Corporation) will discuss the growing and shrinking of Little Inferno's tiny, rich world with the help of concept art, pitch documents and early prototypes.
Antichamber: An Overnight Success, Seven Years in the Making
Alexander Bruce (Antichamber)
When Antichamber was released at the beginning of 2013, it became an instant critical and financial success, but the journey to getting there was as much of a psychological challenge as the game itself. In this talk, Alexander Bruce will look back at the entire history of the game, as he went from working alone in a bedroom to flying around the world and landing on the IGF stage in 2012. This talk will provide a very honest analysis of the many problems encountered throughout development, and break down why creating an independent hit felt very far from "living the dream."
Sandbox Lessons: Modular Design in Kerbal Space Program
Chad Jenkins (Squad)
Flexible, reusable systems can ensure that indie teams don't have to remake assets over and over again. Chad Jenkins will share how Squad used modular design in Kerbal Space Program, an indie space agency sim game that has been playable through early access programs for more than two years. Learn how the team tossed out its original structure and made a new one that enabled them to update and expand the game with less difficulty. This was an important factor for players to mod the game, as well in the game's success, which is predicated on frequent updates.
Empathy for Octopodes: How Octodad Helped Young Horses Grow Up
John Murphy (Young Horses)
It has been three years since Octodad first wrapped his tentacles around the Internet, attempting to give it a fatherly hug. Of the 20 students who created the original Octodad, eight went on to form Young Horses and create Octodad: Dadliest Catch. But with a team as new to being adult humans as Octodad himself, development began...clumsily. Hear how learning to empathize and communicate while making Dadliest Catch has shaped the team, Octodad and the future of Young Horses.

INDEPENDENT GAMES SUMMIT ADVISORY COMMITTEE

Simon Carless
UBM Tech
Simon oversees both UBM Tech's Game Development network and the industry-leading Black Hat information security conferences, plus the firm's Electronics events. The game development group's flagship products include industry leaders such as the worldwide Game Developers Conferences and Gamasutra.com.

He is also one of the key people behind the Independent Games Festival, a "Sundance for games" which runs yearly at GDC in San Francisco. He is the sole Western judge for Sense Of Wonder Night, an independent games showcase held at Tokyo Game Show every year.

Prior to joining UBM Tech, Simon was an editor of tech site Slashdot and the originator of Slashdot's games section. He has extensive game development experience at companies such as Atari and Eidos.

Simon has worked closely with the non-profit Internet Archive to help preserve music and game-related materials, helping to win a DMCA exemption for classic software preservation. He has also written for magazines including Wired, Make and Official Xbox Magazine, and was the author/editor of the O'Reilly book Gaming Hacks.
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Kellee Santiago
OUYA
Kellee Santiago, as former president and co-founder of thatgamecompany, has developed one of the most prominent brands in independent and innovative game development, pushing the communicative possibilities of video games as a medium. She is currently a partner in Indie Fund, which aims to support the growth of games as a medium by helping indie developers get, and stay, financially independent. In addition, she works with OUYA to represent the interests of game developers, and with OUYA developers to help them successfully publish and distribute their games on the platform.

Kellee speaks around the world at video game business and entertainment conferences on innovation in games, entrepreneurship, games as art and better methods for video game development. In 2010, she became a TED Fellow and was recognized as one of The Ten Most Influential Women in Games of the Past Decade. Kellee has also received the 2011 Microsoft Top Women in Gaming award for Business.
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Steve Swink
CubeHeart Games
Steve Swink is an independent game designer and author based in Tempe, Arizona. Currently, his current project is SCALE, a first-person reality manipulation game that re-imagines exploration with a unique resizing mechanic (www.scale-game.com). Previously, he was lead designer of Atlantis Remixed (a literacy game for high school kids at Arizona State University), game/sound designer at Flashbang Studios and game designer at Neversoft. Steve also wrote "Game Feel: A Game Designer's Guide to Virtual Sensation."
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Matthew Wegner
Flashbang Studios
Matthew Wegner founded Flashbang Studios, an 8 year old independent game development company best known for its "Blurst" portfolio of experimental games. Elsewhere, Matthew is an Indie Fund member, TIGJam organizer, photographer, conference planner, web/database programmer and unicyclist.

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