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GDC 2013: Your guide to the IGF grand finalists

Little Inferno

2D Boy co-founder Kyle Gabler is certainly no stranger to IGF success. World of Goo scooped IGF gongs for design innovation and technical excellence in 2008. Now he's teamed up with software developer Allan Blomquist and Henry Hatsworth creator Kyle Gray to make Little Inferno. It's is up for the Nuovo, Technical Excellence and Grand Prize awards in this year's competition.

Little Inferno invites you to burn all of your toys in a huge fireplace. Once you run out of stuff to torch, you can order more flame-fodder from a catalog using the currency you've earned burning things. For some, it's a sly comment on time-sink social games, for others, it's a hypnotic way to wile away a few hours immolating innocent possessions. It's as dark and charming as it is divisive.

Kyle Gabler is chuffed to be nominated. "The mighty orange orbits are mesmerizing, and we're surprised to be included" he says, "but we're also well aware Little Inferno is a controversial experience up against some insanely beloved and beautiful indie games."

But which ones would he like to see win? "A few years ago, World of Goo totally lost the grand prize to Petri Purho's Crayon Physics (that jerk!!). He's a fellow who we'd known for a long time as someone who consistently submitted memorable and creative games to the Experimental Gameplay Project competitions. This year, we once again hope to lose to another friend of EGP: Kentucky Route Zero or Hotline Miami."

Kyle Gray says "I'd love to see Incredipede win Best Visuals. Colin and Thomas took a risk pushing Incredipede's artstyle in the direction of wood carvings, and it would be great to see that pay off." (you can read about Tom's experiences with Incredipede here , and learn more about its globetrotting creator in our Incredipede interview .)

Gray reckons that the IGF is useful for generating the sort of exposure that big developers pay PR departments manufacture. "Because indie studios are so small, we often don't have the resources to promote their games properly. IGF does a great job of pushing these games into the spotlight, and can really help indie devs find their audience."

Gabler, meanwhile, has some suggestions for how to improve the event. "The IGF is modeled after real award shows like the Academy Awards with all the lights and glamour and thumping music and scary disembodied voices announcing categories and nominees - but indie game developers like us would probably be just as happy, and possibly more comfortable, having a barbecue in (IGF/GDC/Gamasutra overseer ) Simon Carless's backyard."

I've no idea how big Simon's backyard is, but the steak point is hard to argue. Things are going "great!" for the Little Inferno team, according to Gray. "Except my family still thinks I sit in front of the TV all day with a controller glued to my hand, making a game where you shoot people in the face. One day we'll reach a state where people know what an indie developer is, but we're not there yet."

Based in Bath with the UK team, Tom loves strategy games, action RPGs, hack ‘n slash games, digital card games… basically anything that he can fit on a hard drive. His final boss form is Deckard Cain.