2011 - Multiple award winner Minecraft has now sold almost 2 million copies and spawned a worldwide cult around its charming open-world game design.
2010 - Playdead's stark monochromatic platform title Limbo is a smash hit on Xbox Live Arcade, following its summer 2010 release, picking up a 2011 Game Developers Choice Award for Best Visual Arts.
2010 - The team behind 2009 Student Showcase finalist Tag: The Power of Paint are hired by Valve to implement new paint gun mechanics into Portal 2.
2009 - The Behemoth's follow-up to Alien Hominid, the IGF-winning Castle Crashers, tops XBLA charts to critical acclaim.
2009 - IGF multi-award winner World Of Goo launches as one of the best-selling, best-reviewed WiiWare titles of all time, alongside a popular PC version.
2009 - Petri Purho's Crayon Physics Deluxe spawns an iPhone version courtesy of Hudson, plus a popular PC downloadable version.
2008 - The team behind IGF Student Showcase finalist Narbacular Drop is hired by Valve. The game is reworked into Portal and goes on to win the coveted Game Developer's Choice "Best Game" award for 2008, as well as numerous game of the year accolades.
2008 - Design Innovation winner Braid debuts on Xbox Live Arcade to significant success.
2008 - Excellence in Audio winner Audiosurf launches on Valve's Steam distribution service and goes on to become the highest selling game of February, outselling even Valve's own Orange box (including Team Fortress 2 and Game Developer's Choice "Best Game" winner Portal.)
2007 - Design Innovation winner Everyday Shooter is signed by Sony for distribution on the PlayStation 3's PlayStation Network, after Sony's John Hight plays the game at the IGF Pavilion during GDC 2007 - Everyday Shooter's Jon Mak also appears at the inaugural Independent Games Summit.
2006 - Grand prize winner Darwinia gets both digital distribution via Valve's Steam system and U.S. retail distribution from new indie label Cinemaware Marquee.
2005 - Multi award-winner Alien Hominid receives publishing deals in the U.S. (via O3 Publishing) and Europe(via Zoo Digital), much critical acclaim, and even spawns a mobile version.
2005 - Fan favorite N wins the audience award, and, as N+, releases as a hit XBLA title, as well as notable Nintendo DS and Sony PSP versions.
2004 - Innovative casual strategy game Oasis wins the web/downloadable grand prize, going on to launch on major online portals the following year.
2003 - Super X Studios' Wild Earth, a photographic game based around a worldwide safari, takes multiple prizes and subsequently becomes a motion simulator ride and eventually (in adapted form) a Wii title.
2000 - Tread Marks, created by the late Seumas McNally, which the IGF's grand prize is now named after, wins 3 major awards.
1999 - Vicarious Visions, now a major handheld / console developer, honored for Terminus.
IGF 2012 Student Competition Entrant
School: DigiPen Institute of Technology (Redmond, WA - USA)
Description: Nous was built to bridge the gap between the traditional games and the art projects - a holistic experience, satisfying to *both* sides of the player. Our goal is to bring a meaning to those who would never try what's thought of as an art-game.
Nous is an action game, or maybe a chase game, or maybe an experiential game. What it always is - what it really is - is a game about identity.
Nous isn't sure if it's supposed to be a psychological evaluator, a boot camp instructor, or even just malware.
When playing, you can act anywhere between two poles of aggression and passivity - as an action game, you're chaining between the spawners, cutting through hordes of enemy goo, and racking up massive combos. Played passively, you're ducking and dodging, manipulating the crowds to draw them into converters and change them to life-giving allies.
At the end it comes clean - what Nous is.
Pohung Chen - Producer, Physics
Treb Connell - Technical Director, Engine
Brett Cutler - Game Design
Jason Meisel - Graphics
If you see any information about Nous that needs to be corrected or updated, contact the IGF Chairman.