The Independent Games Summit represents the voice of the independent game developer at GDC Europe. 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 2013 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. The Independent Games Summit takes place on Tuesday, August 20.
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The Next Ten Years of Tale of Tales
Auriea Harvey (Tale of Tales)
Michael Samyn (Tale of Tales)
For ten years Tale of Tales has experimented artistically with the medium of video games. It is time for a change. Michael and Auriea have released seven titles and been involved with several research projects. They will discuss their past work and explain how they enabled its production and dealt with its reception. They will then illustrate their hopes for the future with sneak previews of three games currently in production.
How Reviewing Games for Nine Years Helped in Designing Gunpoint
Tom Francis (Suspicious Developments)
Gunpoint's designer, writer and programmer, Tom Francis, worked on the game during the weekends while working as a full-time games critic for PC Gamer. This talk will share a bit of the awkwardness, glee, guilt and hypocrisy of someone criticising accomplished developers while making a bumbling attempt at their own first game. It will discuss what you can learn from the games you love and hate, and how to pick them apart.
Chasing Aurora: The Indie Console Launch Title Postmortem
Felix Bohatsch (Broken Rules GmbH)
Martin Pichlmair (Broken Rules GmbH)
We stumbled across the opportunity to make a console launch title as a small indie studio without an industry background. We made it. In this talk, we will tell the story of the many challenges we faced in order to release on the Wii U on day one and we will share what we've learned.
Cloned at Birth: The Story of Ridiculous Fishing
Rami Ismail (Vlambeer)
Jan Willem Nijman (Vlambeer)
Vlambeer's 2013 iOS hit Ridiculous Fishing has come a long way since its conception back in 2010. Vlambeer will discuss keeping your design focused, the ups and downs of working remotely during emotionally stressful times, and how to deal with sensitive subjects such as cloning or IAP. During the postmortem, we'll explain how the game finally came to be that game that everybody was talking about.
Thomas Grip has been working as an indie horror developer for over 10 years. He co-founded the independent studio Frictional Games in 2007 and has since been part of making four commercial games; three games in the Penumbra series and most recently Amnesia: The Dark Descent, all which have gotten critical acclaim for evoking strong emotions. His primary roles in these productions has been as designer, art director and programmer.
His studio's most recent project, Amnesia: The Dark Descent, has achieved an especially great success. It is hailed as one of the best horror games ever and as of today has sold almost 750, 000 copies, a vast amount for a small indie company without any financial or promotional back-up.
Currently, Thomas is working on an unannounced horror game that aim at exploring much deeper themes than anything Frictional Games has made so far. He is also part of producing the Amnesia follow-up A Machine for Pigs.
Copenhagen Game Collective
Lau Korsgaard is co-founder of Copenhagen Game Collective, a multi-gender, multi-national, non-profit game design collective based in Copenhagen. He has been involved in several of the collectives’ experimental games such as Dark Room Sex Game and B.U.T.T.O.N. and showcased games at festivals like Come out and Play, IndieCade and the Independent Games Festival. As his day job, Lau tries to make a living as game designer in the independent game studio KnapNok Games, which is exploring new genres of social, physical party games.
- Hendrik Lesser
Remote Control Productions
is reimagining PC gaming. Millions of gamers are playing on Windows, and the Windows Store is giving developers unprecedented access to them. With the most flexible support for business models and the highest profit potential across app stores, Windows is changing the game.