Posts Tagged ‘braid’

March 4, 2010 | Erik Johnson

Big Name Indie Devs Launch Indie Fund

While the indie game development community has been spoiled with success stories over the past few years with small and even one-man teams creating both successful and popular games, the truth is that the vast majority of indie titles rarely earn a profit or get the notoriety they deserve. Now a handful of the more successful developers are [...]

March 2, 2010 | James Bishop

On One’s Own: The Innovation of Limitation

On One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.
One thing [...]

February 28, 2010 | Peter Rambo

Jonathan Blow Starts Blog for The Witness

Jonathan Blow, the man behind Braid, has started to tend a blog about the process of developing the the next game on his agenda, The Witness.
He’s already posted some concept art by artist Eric Urquhart, as well as a lengthy discussion of lighting in the new venture.
Braid’s development blog was a great source of [...]

February 22, 2010 | James Bishop

On One’s Own: The Rise of the Mainstream Indie

On One’s Own is a column about, you guessed it, independent gaming. Specifically, nothing specific. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, reception or a number of other aspects related to independent games. He might even talk about general gaming as it corresponds to the independents! (Henceforth referred [...]

December 28, 2009 | Geoff Gibson

Top 10 Indie Games of the Decade [2000-2009]

Independently developed games have come a long way in the last 10 years. In fact, 10 years ago they weren’t actually termed “indie games” at all. They were actually called Shareware titles… games that were often free but of lesser quality than the mainstream title. While that definition can still ring true for some games [...]

November 17, 2009 | Geoff Gibson

3 Indie Games That Aren’t All That Indie

In our burgeoning age of indie development and rapid expanse of digitally distributed content there has been a lot of attention being paid to indie games. With services like Steam, Impulse, and the various console digital download stores (XBLA, PSN, WiiWare) it has become increasingly easier to get your game distributed in as many places [...]

November 15, 2009 | Erik Johnson

Indie Games Discussed in New York Times

Indie games received some nice coverage last Friday courtesy of a New York Times article that discusses how indie game developers have managed to make a mainstream splash.
The lengthy piece hits on how games including Blueberry Garden, Braid and Flower were able to become successful ventures in a culture and industry that constantly demands high-end [...]

November 5, 2009 | Arsen Nazaryan

‘Braid’ Coming to North American PSN

Hothead Games will deliver Jonathan Blow’s ultra-popular title, Braid, to the North American PlayStation Network on November 12th! The puzzle-platformer has you traveling through worlds and solving puzzles with the singular goal of rescuing the princess (sound familiar?). Each world gives you a different power to manipulate time in order to overcome obstacles. Additionally, you [...]

October 29, 2009 | Erik Johnson

Braid Dev Hiring ‘Full-Body Motion Tracking’ Programmer

Braid developer Number None appears to be getting into motion control for one or more potential titles. Dev head Jonathan Blow has posted a job listing seeking a programmer to perform “very interesting work in full-body motion tracking.”
This could be for the revealed but much-unknown project The Witness, or for a completely separate unannounced title. It was [...]

October 12, 2009 | Geoff Gibson

Neo Renaissance – How the Indie is Reshaping the Industry

It wasn’t long ago that nobody really knew what an indie game was. The early parts of this decade was a ghost town for indie developers. Think about it for second; there was no mainline distribution channel, next to zero digital distribution services, and even blogs, which accounts for it’s fair share of video game [...]

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