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Update #20: IGTM Screening Tour Presented by Adobe

Posted 1 day ago

Hey Everyone,

We have some pretty exciting news! 

We’re fresh off of the film’s (award winning!) Sundance premiere, and with the wonderful help of our friends at Adobe we’re taking the film on the road.  Read on, or get all the info on our site

Over the next few months, we plan to personally take the film on tour for some hand delivered screenings.  We’ll be in attendance for all your Q & A needs, plus whenever possible, we’ll try to bring along some developers from the film.  

Right now, we have seven U.S. cities announced.  But that is just the start, we plan to add more very soon.  In fact, if you’d like to see the film in your town, let us know here.

The seven cities we’re announcing today are...

  • Santa Cruz, CA,The Rio Theatre, Mar 2 at 7pm (Tickets here)
  • San Francisco, CA, Embarcadero Centre Cinema, Mar 6th, 7pm & 9:30pm (Tickets here) 
  • Asheville, NC, The Fine Arts Theatre, Mar 15th at 7pm (Tickets here) 
  • Seattle, WA, SIFF Cinema at the Uptown, Mar 23rd at 7pm (Tickets here)
  • Portland, OR, Hollywood Theatre, Mar 28th at 7pm (Tickets here) 
  • Chicago, IL, Music Box Theatre,  Apr 17th at 7pm (Tickets here)
  • Cambridge, MA, The Brattle Theatre, Apr 19th at 7pm & 9:30pm (Tickets here)

You can read the press release here.  

Oh, also, we wrote a big ol’ blog post about our figuring out the film’s distribution over on the site.  Check it out if you’re interested in that type of film business stuff.

We can’t tell you how excited we are to start sharing the film with people.  This is just one step of many in the film’s total release.  Stay tuned, there are definitely more announcements to come.  

Until then, though, we hope to see you at a screening sometime soon!

Take Care,

James & Lisanne

Update #19: A Not-So-Brief Sundance Debrief...

Posted on February 12

[Read the original post over on IndieGameTheMovie.com over here]

Hey Everyone, we’re due for a bit of an IGTM update.  

Disclaimer:  The post below is a bit of a solid wall of good news.  It's a bit silly.  We want to share, but we also acknowledge that it's a crazy amount of good stuff and can come off as a bit much.  There's also been equal amounts of struggle, stress and sleeplessness, but that'll be another post. We're pretty damn proud of this little film and feel like sharing the positive, so here we go....

Lisanne and I were talking the other day and realized that, at some point, our lives crossed some line somewhere and started resembling a fever dream of sort.  Like, if you were to talk to versions of ourselves twelve months ago and described what is currently going on with the film - Sundance, HBO, the overall reception - it would have sounded like the ramblings of a crazy, delirious person.  We wouldn’t have believed you.  Not at all.  But here we are about to write a post talking about those exact things.  The last month has truly been insane.

We have been exceptionally fortunate with the way the film has been received to date.  We couldn’t be happier with how things are going. People are connecting and identifying with IGTM in ways that we always hoped and dreamed they would.  

They’re seeing IGTM not just as a film about creating video games, but as a film about creatinganything.  The process of pouring everything you have into something and putting it out into the world and seeing what happens.

The film is really connecting.

Thank you for making it happen and thank you for your continued support.  The film has had a near-embarrassing whack-load of good fortune the past little while.  And rather than write about each piece individually, we thought it best to share the bullet points and you can check out whatever you might find interesting...

  • On Jan 20th, 2012 - We publicly premiered the film.  It was a surreal, exceptionally strange experience, that we’ll have to write about more later.  Here was our first review.
  • The film was optioned for the basis of a fictional HBO series by Scott Rudin - the producing force behind ‘The Social Network’, ‘Girl With The Dragon Tattoo’, ‘Moneyball’ and nearly everything Wes Anderson.  (Note:  The resulting series is not slated as a sitcom).  As if Sundance wasn’t enough, this is where we firmly fell into ‘fever dream’ territory.  We couldn’t be more excited to work with Mr. Rudin, his team and HBO on the project.
  • We knew that Sundance was going to be busy, but we really had no idea what a marathon of film exhibition, promotion and business it was going to be.  Every minute of our 10 day experience was scheduled.  Filled with interviews, meetings, showings, panel discussions, and the not-so-occasional party.  We did a ton of interviews talking about the film.  Including CBC’s Q (a dream for us!), Turnstyle/Huffington Post and the Film Stage.  A full list of various media chats can be found here.
  • Kevin Smith gave us a shout out in a blog post talking about his innovative approach to film distribution.  He words in this post, and prior, speak very loudly to us and help form our eventual distribution plan for IGTM.
  • As a teen, I read a lot of entertainment/filmmaker magazines.  Not the gossip rags, but the ones that had actual articles & the like.  The Feb/Mar issues of these magazines always offered a peek into the seemingly strange otherworld that was Sundance.  On Sundance day 6, one of these magazines that I adored as a kid (sounds silly, but true),Entertainment Weekly,  snapped our pic :)  Weird.  15 year old James is beside himself.
  • On January 28th, Indie Game: The Movie won the World Documentary Best Editing award at the 2012 Sundance Award Ceremony.  Editing within documentary is a pretty powerful, pretty important aspect - likely even moreso than other genres.  It was by far the most challenging aspect of the process.  We could not be happier and more honoured to win the award.  We had done such a good job convincing ourselves that we weren’t going to win anything, that the award was absolutely pure shock.
  • To cap the Sundance experience off, the film landed on multiple ‘Best of Sundance’ lists:  Check it out hereherehere and here.

 A Distribution Update:  At some point, we’d like to write extensively about the Sundance experience from an independent filmmaker business standpoint, we think there is a lot of interesting stuff to share.  Stuff that’ll certainly benefit other filmmakers, but also could help independent game developers as well.  But that’ll have to happen later.   

What we can say is that we had A LOT of meetings at Sundance, and we received a lot of interest in the film.  Of the potential offers, all were flattering, some were good and some were horrible but there wasn’t anything that jumped out as being a great fit for this film.  The process isn’t over and we’re still considering certain things and looking for partners that fit and make sense.

We’re new to this high-stakes world of distribution and have made a film in a firmly independent way - not because we have anything against the industry, establishment or ‘the Man’.  But rather, everything that we did, we did because it we could acheive ourselves as a small team of two, it made sense for the film, our process and the spirit of the project.  We’re attempting to follow those same instincts with the film’s distribution.  It’s served the project well so far...

But, here’s what we can tell you in broad strokes of the film’s distribution.  Please keep in mind that things are changing & evolving daily, and that everything is subject to change.  Here’s the basics.  The film will be going on a festival / screening tour (mostly in North America).  After the screening period, we’ll be looking to release the film digitally, in an organized manner, as soon as we can.  The digital release will then be followed by the DVD release, which will then be followed by the eventual Special Edition release (we are still shooting material for this).

All preorder people will receive access to the film on Day 1 of digital release.  In other words, if you are a Special Edition preorder person, you don’t have to wait until S.E. release to see the film.  That would be rather unfair and not make any sense.  We try to be fair and make sense as much as possible :)

Well, this has been a fairly info-heavy, long post.  This feels like a good place to wrap it up.  Thank you again for your support and for helping make this happen.  If you have any questions, shoot us a comment, email, tweet and we’ll try and answer as best/as soon as we can.

Take Care,

James (& Lisanne)

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      Thierry on February 12

      Very pround of having be part of your journey.
      Hope one day -who knows- I can invite a few friends here in Paris to see IGTM in a local theater.
      People love games.

    2. Fb_profile_picture.thumb
      Shane Menchions on February 13

      James & Lisanne,

      I am thrilled to see your amazing progress with the film and all the attention it has received. If however I knew that I would see the film 12 months or longer after it was done and shown to an audience, I would have never pledged money on kickstarter.

      I hope your distribution deal is a good one. I for one won't be distributing your film by my word of mouth any time soon. Time to stream some Netflix.....

    3. Indiegamethemovie.thumb
      BlinkWorks on February 13

      Hi Shane,

      Sorry to disappoint you. But I feel I should clarify a few things.

      - From the very beginning, we did state that there was going to be a period of theatrical/festival screenings, before DVD/Digital release. This isn't a new development.

      -From our original plans, the film has been pushed back a little due to the Sundance development, but not much (2-3 months).

      - There isn't a distribution deal in place. We're likely going to do a hybrid of independent distribution and partnerships where they make sense.

      Overall, though, I should point out that we've been working on this film for approximately 2 years. From the first shoot to the a final(ish) edit was about 18 months. That is an exceptionally fast turnaround for any documentary - let alone one done by two people.

      There is a lot involved in making and releasing a film. I'm sure you'd be surprised if we laid it all out for you. It's a long process, and one that we feel we've been pretty up front about. I think the Internet creates a bit of a time-warp/distortion field. Things take time, it has only been six months since you've donated. That really is not a lot of time - especially in production terms.

      One of the main themes in the film is the constant back and forth between the developers and the expectations of the Internet. I think once you see the film, you'll look a little more softly at the few months delay. At least, I hope you will.

      -James

Update #18: 'Showing FEZ' New Clip From The Film!

Posted on January 18


Hi All, 

It is 4:48 am and we are currently waiting in the Winnipeg airport en route to Sundance.   But while we sit in our odd combination of sleeply nervousness, we thought we'd share a recent interview we did with Wired Magazine - talking about the making of IGTM & heading into Sundance.  

NEW CLIP:

Not only is there a great article (Thanks to Angela Watercutter), but there is also a new exclusive clip for you to watch!

CLICK HERE TO WATCH

    1. Missing_thumb
      N Pfeifer on January 18

      Sounds super neato, but when do _I_ get to see it?

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      BlinkWorks on January 18

      Thanks N! It's coming. We're still working on the distribution rollout. We don't have any set dates just yet. Hope to soon. But in general, we plan to do the DVD & Digital release shortly after the screening / festival run.

      We wrote a bit about the release details (no dates, but a little more info) over here:

      http://www.indiegamethemovie.com/news/2012/1/3/ive-pre-ordered-whats-next.html

    3. Screen shot 2012-01-28 at 8.40.00 am.thumb
      j03k on January 28

      Congrats on Sundance. Thanks for your hard work and for chosing Kickstarter so that we could share in the excitement. Now I can tell my friends that the movie I help fund is at Sundance :-) Should I start smoking cigars and asking for elevator pitches?
      --jk

Update #17: Pre Sundance RoundUp: New(ish) Video / Interviews / IGTM Art

Posted on January 14

A Collection of Tidbits...

Hi Everyone!

We are 6 days away from premiering the film at Sundance (yikes).  It’s kinda crazy to think about.  Last night, we did a count, and around 35 people have seen the film.  That’s it!  

So far 35 out of 35 people have liked the film, but the sample size we’re working from is ridiculously small.  This will change soon.  This will change and we couldn’t be more excited for it.

In fact, last week, the very first public words from someone who has seen the film (but is unrelated to the production) has hit the web.  Check out the nice preview words Basil Tsiokos had to say upon seeing the film...

A lot of neat, crazy, surreal things are happening, and we thought we’d send a quick update / round up of some of the stuff IGTM-related around the Internet.

  • We re-released the Super Meat Boy: Control clip.  It’s a bit cleaned up and features a great new track from Jim Guthrie.  Watch it here.

This time next week, Indie Game: The Movie will have been premiered, kicking off what will surely be a crazed 2012.  Before that happens, we want to again thank you for helping make this happen.  Without your support, IGTM would very likely not exist.  

We can not thank you enough...as evidenced by our continual thanking of you :)

...which will undoubtedly continue.

Sooo.... Thank You!  Can’t wait to show you the film!

James & Lisanne

Image Credit:  SaraG

Update #16: Happy Holidays from IGTM

Posted on December 21

Hi Everyone,

Nearly one year ago today, we arrived back in Winnipeg after spending 3 months on the road shooting for this film.  It’s been an absolutely crazy, rewarding, stressful, fantastical year.  

When we started this project, we really had no idea it would be doing the things that it’s doing. Like, Co’mon - Sundance...really?  SXSW? ... what?!  Everything that this film achieves is made all the more special by it’s beginnings.

From Day One, this film’s existence, and success, has been the product of a great community of people that saw something they related to in either the Kickstarter, the website or the videos. We’re indeed two people making this.  But we hardly did it alone.  

We’re extremely thankful to everyone who supported this film.  Whether it be putting your name down for a preorder, throwing us up on your Tumblr, making a tweet or just passing a link to a friend - all of those things add up and have made Indie Game: The Movie what it is.

So, going into this holiday season we have a TON to be thankful for.  You’ve help make this one of the most amazing, most fulfilling years ever.  Thank you again.

We wish you a happy, safe holiday season.  We can’t wait to show you the film in 2012!

Until Then,

-James & Lisanne

Update #15: Indie Game: The Movie is in Sundance!!!

Posted on November 30

(Feel free to read the original post over on our site)

Hey Everybody!


We have some pretty amazing news...

Indie Game: The Movie will make its world premiere as an official selection in the World Documentary Competition at the 2012 Sundance Film Festival!


Sundance is one of the top film festivals in the world and the premiere showcase for independent cinema.  Last year,  3,812 feature films were submitted (796 in the world doc category), likely more this year.  Of those films, only 14 were selected for competition in the World Documentary Category.

We are exceptionally thrilled, humbled and, actually, kind of  numbed by this honor.  It’s surreal to think that Indie Game: The Movie has been invited to the same festival that introduced the world to the likes of:  Super Size Me, Born Into Brothels, Man on Wire, The Cove and Waiting for Superman.

...that’s kind of a heavy club to think about joining.

 
Like many of the video games & designers featured in the film, we’re a tiny team (two people made the film from front to back) aiming to create to something new. Something personal.  Something with meaning.  

Our film looks to be one of the very first film on video game design to be featured at such a high level.  Being able to expose a wider slice of the world to the passion, drives, and dreams that reside behind video games themselves is a mind-blowing privilege.  

Having this film invited to one of the most prestigious festivals in the world certainly wasn’t on the agenda when, 18 months ago, we hopped into our Toyota Yaris and started bouncing around North America.  We were two people with a couple of cameras, a rough script and the crowd-sourced support of a small but fantastic fan base.

From inception to the finished product, so many people have helped and supported this film.  We are extremely thankful to everyone who has ever tweeted, blogged, or even mentioned our film.  And of course, we literally could not have made this film without the generous preorder support people showed during our Kickstarter campaigns.  That early support was crucial in growing this film into what it is now.

We are indebted to so many of you.  This whole experience has been a life changing, dream come true.  Thank You so much.  We can not wait to share the film with you!


"Soooo, when can we see it?"

We’re are working out the details of a preview screening tour that will start after Sundance.

  • After the festival screenings and the tour, we’ll be releasing the digital and DVD versions of the film.
  • For updates on the tour and the release, sign-up for the mailing list.
  • If want to see Indie Game: The Movie in your town, or if you’re part of an organization that would like to screen the film, please send in a request here. We may not be able to respond to every one, but we do read and consider every submission. These requests help know where to bring the film first. This process has helped find organizations and venues that we’re working with, right now.


So, thanks again for all your support over this past year and a half!

Spreading the word, telling your friends about the trailer, tweeting and sharing the Facebook page - all these things have really helped and we deeply appreciate it. :)

Take Care,

James & Lisanne

    1. Missing_thumb
      annette on November 30

      Congratulations!!

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      Jason Gulbin on December 1

      I already felt good about supporting a fellow filmmaker, but this is delicious buttermilk icing on the cake. Congratulations, and thank you for inspiring others in your field.

    3. Missing_thumb
      Forderz on December 1

      Whooo Something I gave $75 actually happened! AND I live in Winnipeg, so you can bet I'll be there for the screening!

Update #14: Showing the Film (to People in the Film)

Posted on November 28

Hey Everybody, we have a new blog post (with video) over at IndieGameTheMovie.com

We've started to show the film, and the new post is all about screening for film for the first time to the characters in the movie.  You can read it here.

Update #13: English Subtitles & 'Clean' Version will be Available

Posted on November 17

NOTE:  You can read the original post over on IndieGameTheMovie.com

Hey Kickstarter friends!

First off:  Big release date announcement is just around the corner.  We know that info is a long time coming, but the news will be big and worth the wait.

But until then:  We just wanted to share some news...

English Subtitles:

 Indie Game: The Movie will indeed have English subtitles.  

We've recieved a lot of requests and inquiries for this, so we're glad to be finally able to announce it. It was always in the plans, but we always held off confirming it until it was 100%.

Subtitling is a new process for us, we wanted to make sure there weren't any hidden 'gotchas' or surprises.  Turns out, it is relatively straight forward, and we were able to get it done.  English subs will be included.  Stay tuned for news on other translations.

'Clean' Version:

We were also recieving a fair number of requests for a clean or swear-free version of the film.  Normally, this is something that we'd pretty much be against.  It is a documentary after all, and we are attempting to capture true, in-the-moment feeling and expression.  Cutting out swears, is just not something that we like to do.

However, we do believe that this film is ideally suited to connect with younger audiences that may be considering pursuing game design or simply independent creation in general.  The stories of Edmund, Tommy, Phil & Jon have the power to be hugely inspirational and possibly convince others to give independent creation a go.

So, with that in mind (and with the sage advice of Jason Scott), we created a 'clean' audio track version of the film to be made available on the DVD & S.E. DVD.  We hate the idea of a few 'F-Bombs' keeping this film out of the places where it could possibly have some of its greatest effects (i.e. educational settings).

So, yeah, if you like your movies cleaned up a bit, IGTM has an audio track that'll fit the bill :)

-James

 

p.s.  For those wondering, the method used to remove swears in the clean version was to drop out the dialogue track in moments of 'sweary-ness'.  Briefly toyed with the bleep method, but it was far too intrusive and actually has the effect of drawing more attention to the prescene of a swear word than the actual inclusion of the word itself (sounds strange, but it's true).  In addition, the bleeps also ruin & detract from some wonderful moments (the dropouts do as well, but significantly less so)

    1. Missing_thumb
      Joshua on November 17

      Wow. I just wanted to say that I very much appreciate that you listen to feedback. I know that having a clean version will allow me to show a much larger circle of friends the movie as the swearing would turn off some.

      So excited for the release. Keep up the awesome work and updates!

    2. Indiegamethemovie.thumb
      BlinkWorks on November 17

      @Joshua

      Good stuff! Thanks for writing, that's exactly the type of response we were hoping for :)

    3. Weemee_2010.thumb
      Roger C. Rocha on November 19

      Can I suggest you use a GoogleDocs Spreadsheet? I use it regularly on my daily work to feed a database-style sheet with an outside office. I can track modifications, make revisions and even look-up and revert entirely to earlier versions. Works wonders. Finally, you can export it to Excel or CSV.

Update #12: A Look at the T-Shirts...

Posted on October 10

Hey Everybody, 

Here's a quick look at the T-Shirt design.  They come in three colors:  Blue, grey and black.  And are available in sizes S - XXL. 

If you've ordered a T-Shirt through the campaign, you'll be receiving a survey to fill out (size, color, address) very soon.  Keep an eye on your email. We're aiming to ship all shirts before the film is officially released.

If you didn't get a shirt through the campaign, but would still like one, you can order one here :)

Indie Game: The Movie t-shirts are available now!

Colours: black, blue and gray

Sizes: Mens S, M, L, XL, XXL (note: these t-shirts fit a tad on the small side)

Price: $24.99 (plus shipping)

Get your t-shirt here.

Update #11: Official Poster for Indie Game: The Movie!

Posted on October 10

IGTM Poster Reveal; T-Shirts & Prints Available

 Read the whole post over on the IGTM website.


Hey everybody, we have a poster!

The poster above - which we love - was designed by the very talented artist/game developer,Greg Wohlwend (of MikenGreg Games).

Having an actual, official poster for the movie is one of those wonderful hey-this-is-kinda-realtouchstones of the movie making process.  We have our first batch of posters coming from the printers this week and we couldn't be more excited.

The Design:  

Super, super early in the process, Greg actually reached out to us, offering his hand at graphic design.  At the time, we were still figuring what this film was about, and couldn't take him up on the offer.  This, actually, became a recurring theme for us - not being able to capitalize on peoples' generosity because of not knowning exactly where the film was taking us.

But, sometime this Summer, the film was finally evolving and being crafted into something much more certain, much more clear and something that finally needed an identity.  At that point, we reached out to Greg, because we loved the aesthetic of his games (Solipskier,Ridiculous Fishing) and his work  (if you haven't seen it, watch the trailer for 4Fourths right now!).   

It was an absolute pleasure working with Greg.  We asked him if he would mind writing a few words about the design, and to our delight, he said yes and sent us this wonderful bit below...

Designer Statement:

Hey, I'm Greg.

I've been a full-time indie game developer since January 2008. The timeline is a little fuzzier than that, but who is counting? I guess I am. For the last 3+ years I've gone through a lot. Nearly 100% of it hinges on developing and selling indie games. My background is in graphic design. So, James and Lisanne asked me to see what I could come up with for a logo/poster for IGTM. I was thrilled! IGTM is going to rock.

Back when we first started emailing I hadn't seen IGTM the movie yet, but I knew what it was about. James and Lisanne wanted me to screen what they had but, selfishly, I declined. I want to see the movie with fresh eyes, when it's as perfect as they want it to be. I'm actually that pumped about it. But it was ok, because I already knew what it was about.

During most of my time as an indie developer I have merely survived, and even now when many would consider me transitioned to the "thriving" category, it still feels like a struggle. But it's a battle I simply can't quit. It's too much fun.

So this poster is about that. We had to keep the game controller. The now-iconic shot of it dangling on the wires is too perfect. It's the image we all think of when we read "Indie Game: The Movie". Working with the controller I went back to my experience as an indie. Much of it is spent alone, facing a computer screen. You mention to your friends or family that you're going to a convention to meet a bunch of people you've only read about on the internet and they don't get it. They don't realize that we live weird, isolated lives and because of that, we understand each other. Sometimes I crave a job if only for the ready-made community and understanding it can offer. We are independent, but we are also lonely. The poster had to be simple enough to make it feel isolated; barren, even.

The other element is the danger. Talking with Mike (Boxleiter, other half of Mikengreg, I refer to this as "the lion." The lion is constantly chasing us, whether it be in the form of time, money or any other number of mortal afflictions. So many things will go wrong during the development of a game, and that's just the game. Life will present hardships that allow you to make excuses to quit. And then, after you've figured it all out and you finally feel steady ground underneath your feet, someone rips off your game and makes the kind of money that you could live off for decades. "Safety" is never part of the equation.

So: a single controller, alone, dangling by a thread over a pit of "video game spikes". Bloodied, we try again and again until we finish, then go back for more. And we love it.

-Greg

Update #10: Quick Update on Indie Game: The Movie

Posted on September 12

(Note:  Read this update on www.indiegamethemovie.com here)Hi Everyone,

We just wanted to post a quick update on the film.  We’re currently in the final throes of polish & detail work.  Basically, we’re tinkering with color, audio and a few graphical bits.  The film is about 98% done.

At the same time, we are planning, organizing and starting to book the film’s release.  You may have noticed a conspicuous lack of a release date on the site.  We’re waiting on a couple very specific pieces of the puzzle to fall into place before we’re able to announce where and when you can start seeing Indie Game: The Movie.

We’re not trying to be coy with the release date at all.  We just can’t announce anything just yet.  Bbbuutt, we can say that what we do have in the works is kinda, really amazing. 

We hope to announce as soon as we possibly can.  But rest assured, the movie is in a really good place.  Everyone we’ve screened it for has been exceptionally positive.  We’ve started in on Special Edition content.  T-Shirts & Artwork is forthcoming.

In short:  Lots of good things are happening :) 

-James & Lisanne

    1. Pingu-172.thumb
      scamper on September 12

      Exciting update! But I think you meant “final throes.” (Can’t help it, I’m a detail-obsessed UI guy. ;)

    2. Indiegamethemovie.thumb
      BlinkWorks on September 12

      Ack! You are quite right. FIXED!

      Thanks for the head's up!

Update #9: IGTM

Posted on July 29, 2011

...

    1. Indiegamethemovie.thumb
      BlinkWorks on July 29, 2011

      Forgot one little note: This is not the world premiere of the film. It will be one of the earlier showings, but right now it's just the first *announced* date. Sorry for any confusion.

      -James

    2. Dpcolorlogotwitter.thumb
      Michael Ridley on August 14, 2011

      You should do a screening in Troy, NY at RPI's new EMPAC center. I could help with you getting to the right people. RPI has a game curriculum and Troy is home to some pretty big game companies...

    3. Fb_profile_picture.thumb
      Devine Lu Linvega on August 22, 2011

      we could help you make a screening in Montreal if you wish.

Update #8: Special Edition: Alec Holowka & Derek Yu

Posted on July 20, 2011

Hey everybody, we're continuing to bring you a glimpse into the Indie Game: The Movie Special Edition.

The Special Edition will include the feature film, as well as stories from many other game developers, including Alec Holowka and Derek Yu, the team behind the Seamus McNally award winner, Aquaria.

In the SE, Alec and Derek speak honestly about the challenges of creating a game and discovering its strengths as you go. It's an inspirational story about the creative process and collaboration.

We also hear from Alec's journey to make his new game, Marian. And, we talk to Derek about his upcoming XBLA title, Spelunky.

At one point, nearly every piece that will be included with the Special Edition was marked as being in the main film.  This piece in particular was really hard not to include.  Basically, it came down to what is the eternal bane of many filmmakers - time and pacing.  This story needed breathing room to do it justice, and the film needed to be markedly shorter and more quickly paced.  It's cuts like this that make us so thankful that we decided to go all out on the S.E.  It'll be a very good piece :)

You can Preorder the Special Edition via PayPal or our (soon-to-be-ending) Kickstarter.

 

Update #7: Special Edition: Jason Rohrer

Posted on July 19, 2011

Another Segment that will appear in Special Edition version of Indie Game: The Movie...

We went down to Las Cruces, New Mexico to film with game designer and programmer, Jason Rohrer (Passage, Sleep is Death, Inside a Star-filled Sky) and his family. He talks about the origins of his games, his game design process and his take on story-telling in games.

On a related note, here's a fascinating story about Jason's latest creation - it's not in the film, but damn, we wish it were :)

    1. Indiegamethemovie.thumb
      BlinkWorks on July 19, 2011

      :)

    2. Fb_profile_picture.thumb
      Ali Batı on July 20, 2011

      I don't know why but I was convinced to buy special edition + t-shirt before all these updates but now I see why it was a perfect decision. I think it was because you've given the feel of "we are doing it right". My money, it's all yours!

    3. Missing_thumb
      IndieGameReviewer.com on July 20, 2011

      Jason Rohrer is so deserving of a feature. His work is genius and we cover him often.

Update #6: SPECIAL EDITION: DAVID HELLMAN & THE ART OF BRAID

Posted on July 18, 2011


Another preview of the Indie Game: The Movie Special Edition...

We filmed with the creator of Braid, Jonathan Blow, as well as the artist, David Hellman. In the Special Edition, David gives us a more detailed look at the art of Braid. We take look at his process, from concept to completion, and get insight into the thought and themes in Braid.

If you want a vibe for the kind of stuff we'll be talking about.  Check out David's fascinating postsabout the creative process behind Braid's Art.

You can Preorder the Special Edition via PayPal or our (soon-to-be-ending) Kickstarter.

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Project By

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James Swirsky and Lisanne Pajot are producers/directors/editors/cinematographers behind the production company, BlinkWorks Media.

For the past year, they've been traveling North America filming indie game developers and editing their stories for Indie Game: The Movie, the feature film and the website.

Prior to this project, Lisanne and James produced TV series' for CBC in Canada, corporate videos, and commercials.

  1. blink-works.com
  2. indiegamethemovie.com