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.
Description: Bokida is a first-person 3D game. It's an interactive experience where the player is invited to explore a vast, beautiful and peculiar world.
Bokida's world is defined by two Stars : The Light one, the surface of which the player explores; and the Dark one, visible in the skies above. These two gigantic entities have been separated for a very long time, but the player's arrival marks a turning point in this equilibrium. Like two lovers longing to reunite after having been kept apart against their will, these two stars finally have a chance to merge once again through the player's actions.
Exploration revolves around the playful manipulation of a set of digital "tools" that allow the player to engage and harness the virtual environment. The player can create unique, colorful structures/compositions and colonize the canvas of the computer screen. Hence, the dormant world of Bokida is tamed and turns into a territory where the player toys with the simulated physics as she discovers the majestic landscapes it has to offer.
At the core of the experience, we designed a powerful digital toy bestowed upon the player who's free to playfully manipulate it. With these tools, the player can generate 3D structures, precisely cut and sculpt them and also push or blow away cut-off cubes and fragments, all of this in real time. Mechanics combine in an eloquent manner to offer an experience almost sensual in nature, where the player is invited to express her creativity and to navigate the vast, open world according to her own motivations.
We're a team of seven individuals who work together to create videogames, and we come from France :