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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Ouya booth to be open to the public in a parking lot outside of E3]]></title><link>http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/</guid><comments>http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/" target="_self"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/ouyasmall.jpg" /></a></div>
Ouya's E3 presence will be open to the public, as it plans to show off games for its console in a parking lot down the street from the Los Angeles Convention Center where E3 will be held in June. The information comes from an email to registered Ouya developers from head of developer relations, Kellee Santiago.<br />
<br />
Santiago says Ouya will provide developers with "everything you'll need to put on a killer game demo," such as an Ouya console, controllers and TV, during the convention's entire three-day stretch from June 11 to June 13. Registered developers, of which there are <a href="http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/">over 10,000</a>, have until May 28 to submit a form declaring their intent to show off their game at the Ouya lot, with hourly time slots available for each of the three days.<p><a href="http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/" rel="bookmark">Continue reading <em>Ouya booth to be open to the public in a parking lot outside of E3</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/">Ouya booth to be open to the public in a parking lot outside of E3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 18 May 2013 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20574922/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/18/ouya-booth-to-be-open-to-the-public-in-a-parking-lot-outside-of/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>booth</category><category>e3</category><category>e3-2013</category><category>Kellee-Santiago</category><category>ouya</category><category>parking-lot</category><dc:creator><![CDATA[Mike Suszek]]></dc:creator><pubDate>Sat, 18 May 2013 16:30:00 EST</pubDate></item><item><title><![CDATA[Kellee Santiago on Ouya, wrangling developers, dubstep]]></title><link>http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/</guid><comments>http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/p1020631-1364528135_530x298.jpg" /></a></div>Apart from patching up <a href="http://www.joystiq.com/2013/04/17/ouya-kickstarter-review/">software and hardware issues</a>, the Ouya's biggest hurdle is the same one that every new console faces: Games. That's where Kellee Santiago comes in. Santiago made a name for herself with <a href="http://joystiq.com/tag/thatgamecompany">thatgamecompany</a>, the studio behind <em>Flow</em>, <em>Flower</em> and <em>Journey</em>. After <a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/">departing thatgamecompany</a> in 2012, she <a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/">joined Ouya earlier this year</a> as its head of developer relations. That makes it her job to both work with Ouya's current developers, reach out to new ones and, perhaps most importantly, help curate the content on the Ouya store.<br /><br />"One of the, I would say, main goals for the console is to create an ecosystem in which any developer can find the right audience for their game through Ouya." That means creating a system that is "naturally diverse" to begin with, she says, and "taking a look at what are our early developers naturally gravitating to. What is [the] content we want to get onto the platform in order to increase the diversity of our portfolio."<br /><br />That also means avoiding "the trap that many new distribution channels can fall into, which is sort of feeding into the early successes of the games that were accepted by the initial audience of the platform." That's easier said than done, and Ouya has a handful of battles to fight.<p><a href="http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/" rel="bookmark">Continue reading <em>Kellee Santiago on Ouya, wrangling developers, dubstep</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/">Kellee Santiago on Ouya, wrangling developers, dubstep</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 22 Apr 2013 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20546047/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/22/kellee-santiago-on-ouya-wrangling-developers-dubstep/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>Kellee-Santiago</category><category>mobile</category><category>ouya</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 22 Apr 2013 17:30:00 EST</pubDate></item><item><title><![CDATA[Ouya passes 10,000 registered developers]]></title><link>http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/</guid><comments>http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ouyameatyfinger530pxheaderimg151251.jpg" /></a></div>The <a href="http://joystiq.com/tag/ouya">Ouya</a> has surpassed 10,000 registered developers. The news comes courtesy of Ouya's head of developer relations, <a href="http://joystiq.com/tag/kellee-santiago">Kellee Santiago</a>, who told Joystiq that the tiny console just passed the significant milestone. Santiago didn't divulge any of the studios that might be on the list, but noted there should be some announcements in the "upcoming few weeks."<br /><br />Some of the high-profile names we've already heard include <a href="http://www.joystiq.com/2013/02/06/ouya-partners-with-double-fine-and-words-with-friends-creator/">Double Fine</a>, <a href="http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/">Polytron</a>, <a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/">Airtight Games and Minority Media</a>. We spoke to Santiago regarding her role at Ouya and how she plans to expand its library and attract developers. Expect more on that conversation next week.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/">Ouya passes 10,000 registered developers</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 19 Apr 2013 22:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20546061/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/19/ouya-passes-10-000-registered-developers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>Kellee-Santiago</category><category>mobile</category><category>ouya</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Fri, 19 Apr 2013 22:15:00 EST</pubDate></item><item><title><![CDATA[Ouya opens app store to devs, producing mini documentary series]]></title><link>http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/</guid><comments>http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/07/ouyawhackobox530pxheaderimg1512.jpg" /></a></div>Ouya has announced its digital storefront is now accessible to developers ahead of the console's planned <a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/">shipments</a> to Kickstarter backers on March 28. Developers uploading games to Ouya's servers from today onward will find their wares in front of Ouya backers on launch day.<br /><br />They will also be eligible for a free promotion in which Ouya will choose the top three games, according to time played over six weeks following the console launch, and feature them in an upcoming series of short documentaries. "We will rely heavily on these documentaries to tell people about OUYA, and we'll share them far and wide as part of our launch marketing in June leading up to the holidays," the <a href="http://www.ouya.tv/let-the-uploads-begin/">Ouya blog post</a> from <a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/">recent hire Kellee Santiago</a> reads.<br /><br />The blog post also discusses how Ouya's recently established <a href="http://www.joystiq.com/2013/02/08/ouya-game-approval-process-to-begin-this-month/">approval process</a> works. Those who have already submitted for approval during the test phase will have to re-submit.<br /><br />If you didn't back the Ouya Kickstarter campaign and all goes according to the manufacturing plan, you'll able to purchase an Ouya console for $99 in June, either online or <a href="http://www.joystiq.com/2013/02/05/ouya-comes-to-retail-in-june/">through various retailers</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/">Ouya opens app store to devs, producing mini documentary series</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 07 Mar 2013 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20493581/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/07/ouya-opens-app-store-to-devs-producing-mini-documentary-series/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>documentary</category><category>Kellee-Santiago</category><category>mobile</category><category>ouya</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 07 Mar 2013 21:00:00 EST</pubDate></item><item><title><![CDATA[Ouya ships to Kickstarter backers March 28, Kellee Santiago joins company]]></title><link>http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/</link><guid isPermaLink="true">http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/</guid><comments>http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/ouyasmall.jpg" /></a></center>If you bought an Ouya console from the Kickstarter drive, you will actually get the thing you bought soon. The consoles will begin shipping out on March 28, the company announced today. The retail launch is still set for June.<br /><br />Ouya will be supported by <em>games</em>, including an exclusive title by Kim Swift and Airtight Games (<em>Quantum Conundrum</em>) and a new project by Minority Media (<em>Papo &amp; Yo</em>). And to attract even more talent to the diminutive console, thatgamecompany co-founder Kellee Santiago also <a href="http://twitter.com/KelleeSan/status/307175599015878657">announced</a> that she's joined the company as head of developer relations.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/">Ouya ships to Kickstarter backers March 28, Kellee Santiago joins company</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 28 Feb 2013 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20483112/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/02/28/ouya-ships-to-kickstarter-backers-march-28-kellee-santiago-join/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>airtight-games</category><category>android</category><category>Kellee-Santiago</category><category>mobile</category><category>ouya</category><category>release-date</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 28 Feb 2013 12:30:00 EST</pubDate></item><item><title><![CDATA['Indie Speed Run' online game jam judged by Kellee Santiago, Ron Gilbert, Notch, et al]]></title><link>http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/</link><guid isPermaLink="true">http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/</guid><comments>http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/" target="_self"><img alt="'Indie Speed Run' online game jam begins, results to be judged by Kellee Santiago, Ron Gilbert, Notch, et al" data-src-height="133" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/indiespeedrun.png" /></a></div>Indie Speed Run, despite the name, is surprisingly <em>not</em> what we call the Friday nights we spend practicing our no-death <a href="http://www.joystiq.com/game/vvvvvv"><em>VVVVVV</em></a> runs. It is, however, the name of a new online game jam, one which runs from now until January 6.<br /><br />The way it works is pretty straight-forward: Developers visit the official website and <a href="http://www.indiespeedrun.com/teams/">register as a participant</a>. Once enrolled, each contender (and/or team of contenders) has 48 hours to create a game using two secret elements given only to them, and while those 48 hours must be consecutive, they can occur anytime between now and when the event ends in January.<br /><br />Once the event does end, every game created during its span will be made freely available on the official site. Meanwhile, a star-studded panel of judges (Kellee Santiago, Ron Gilbert, Notch, Dino Patti, Trent Oster, Jason Rohrer and Vander Caballero) will determine which team is most deserving of Indie Speed Run's $2,500 grand prize and will announce a winner February 5.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/">'Indie Speed Run' online game jam judged by Kellee Santiago, Ron Gilbert, Notch, et al</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 28 Nov 2012 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20390234/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/11/28/indie-speed-run-online-game-jam-judged-by-kellee-santiago-ron/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>competition</category><category>Dino-Patti</category><category>game-jam</category><category>indie</category><category>indie-speed-run</category><category>Jason-Rohrer</category><category>Kellee-Santiago</category><category>Notch</category><category>pc</category><category>Ron-Gilbert</category><category>Trent-Oster</category><category>Vander-Caballero</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Wed, 28 Nov 2012 16:30:00 EST</pubDate></item><item><title><![CDATA[Six years in, Journey studio rewards itself with two new hires]]></title><link>http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/</guid><comments>http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/tgcnewhires530pxheaderimg135151.jpg" style="width: 530px; height: 346px; " /></a></div>Did you know that today is thatgamecompany's sixth birthday? It's true! In those six years, the team of approximately a dozen people created <em>Flow</em>, <em>Flower</em>, and, most recently, <em>Journey</em>, all the while cementing their place as heads of the art games movement. The company recently completed its contract with Sony for three exclusive titles, but that doesn't mean it's resting on past successes. For instance, TGC is <a href="http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/">already in talks</a> with publishers for whatever's next.<br /><br />Alongside its success, some big names at the studio recently moved on - co-founder <a href="http://www.joystiq.com/tag/kellee-santiago">Kellee Santiago</a> and executive producer <a href="http://www.joystiq.com/tag/robin-hunicke">Robin Hunicke</a> both exited in the past few months, following the launch of <em>Journey</em> this past March. Today, TGC adds two new employees.<br /><br />In light of its big sixth birthday, thatgamecompany is announcing the appointment of two new stars: former director of marketing and business development of PowerMMO Games, Sunni Pavlovic, becomes studio manager, and taking up the new position of audio director is <em>Cloud</em> and <em>Flower</em> contributor Vincent Diamante.<br /><br />In a prepared statement from TGC, Diamante said, "I'm very excited to be a part of thatgamecompany, joining forces with both friends from past projects as well as new faces. The last time around, I worked with TGC mostly as a music contractor. Things this time around will be a bit different, as I'll be dealing with all sound and music issues on their upcoming game."<br /><br />Diamante related his first several weeks at TGC as akin to "tight-rope walking with chainsaws," which is, like, <em>the exact opposite</em> of what we imagine working at TGC to be like. Isn't it all floaty stuff and soft music? Quit ruining our illusions, Diamante! You've only just started!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/">Six years in, Journey studio rewards itself with two new hires</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 15 May 2012 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20238395/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/15/six-years-in-journey-studio-rewards-itself-with-two-new-hires/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cloud</category><category>flow</category><category>flower</category><category>journey</category><category>kellee-santiago</category><category>robin-hunicke</category><category>sunni-pavlovic</category><category>that-game-company</category><category>thatgamecompany</category><category>vincent-diamante</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 15 May 2012 15:30:00 EST</pubDate></item><item><title><![CDATA[thatgamecompany courting publishers, next game announced 'hopefully within this year' [update]]]></title><link>http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/</guid><comments>http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/" target="_self"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/journey.jpg" style="width: 530px; height: 298px; " /></a></div><strong>Update</strong>: Chen contacted us to clarify his statements regarding Hunicke and Santiago: "Both Kellee and Robin made huge contributions to our games. My comments about their roles were made to address, particularly, the creative development process of our next game. By no means would I make those statements by themselves, otherwise it would feel like I'm downplaying my partners' roles."<br /><br />Now that <a href="http://www.joystiq.com/game/journey"><em>Journey</em></a> is out and thatgamecompany has been loosed from the bonds of its three game exclusivity deal with Sony, company co-founder Jenova Chen is on the prowl for a new publishing parter. "It takes us a little bit of time to basically readjust after the three game deal," Chen said during an interview with <a href="http://www.vg247.com/2012/05/04/thatgamecompany-set-to-debut-new-game-this-year/">VG247</a>. "We're very close in figuring out what the next deal is. We're negotiating with various partners."<br /><br />Obviously, thatgamecompany wouldn't need a new publisher unless it was working on a new game, but the acquisition of a new publication pal won't necessarily translate into any information about Chen's next project. "In terms of when you'll know about the next game, I think we intentionally announce our games very early. We announced <em>Flower</em> half a year after we launched <em>Flow</em>. We announced <em>Journey</em> half a year after we launched <em>Flower</em>. So hopefully within this year, you'll hear from us about our next game."<br /><br />Chen also put to bed fears that the departures of <a href="http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/">producer Robin Hunicke</a> and <a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/">co-founder Kellee Santiago</a> would hamper thatgamecompany's ability to create its next title. "I wouldn't say they have any direct impact when it comes to developing the game. Kellee is mostly working on the business end and PR for TGC, so she represents the company, but she's not a developer in terms of engineer or artist or designer on this game.<br /><br />"Robin was the producer. She's more like a manager type. But we still have the lead engineer, lead designer and artists from <em>Journey</em>, so it doesn't really matter in terms of our ability to make games."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/">thatgamecompany courting publishers, next game announced 'hopefully within this year' [update]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 05 May 2012 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20232037/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/05/thatgamecompany-courting-publishers-next-game-announced-hopefu/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>jenova-chen</category><category>Kellee-Santiago</category><category>robin-hunicke</category><category>thatgamecompany</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Sat, 05 May 2012 19:00:00 EST</pubDate></item><item><title><![CDATA[Robin Hunicke leaves thatgamecompany for Tiny Speck]]></title><link>http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/</guid><comments>http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/" target="_self"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/robinhunickeheadshot.png" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>Robin Hunicke, <a href="http://www.joystiq.com/tag/thatgamecompany">thatgamecompany</a>'s "Producer Extraordinaire" since 2009, has left the <a href="http://www.joystiq.com/game/journey"><em>Journey</em></a> developer to join <a href="http://www.joystiq.com/tag/tiny-speck">Tiny Speck</a>, the Canadian studio responsible for <a href="http://www.joystiq.com/game/glitch"><em>Glitch</em></a>. Hunicke will be "providing leadership in game design" for Tiny Speck and <em>Glitch</em> specifically from Tiny Speck's San Francisco offices, according to an announcement at <a href="http://www.glitch.com/blog/2012/03/29/bigger-better-brighter/">the Glitch Blog</a>.<br /><br />"When they told me they had an office in San Francisco, where folks were joining up to imagine new fun for <em>Glitch</em>... well, I must admit I swooned," Hunicke said in an update on her <a href="http://www.cs.northwestern.edu/~hunicke/blog/?p=42825">personal blog</a>.<br /><br />Hunicke's departure from thatgamecompany comes hot on the heels of <a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/">Kellee Santiago's</a> similar announcement earlier this morning. It was also heralded by an anonymous source speaking to <a href="http://gamasutra.com/view/news/163491/Changes_at_Thatgamecompany_Santiago_departs_new_game_underway.php">Gamasutra</a>, who warned of further "key staff departures" following in Santiago's footsteps.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/">Robin Hunicke leaves thatgamecompany for Tiny Speck</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 29 Mar 2012 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20204234/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/29/robin-hunicke-leaves-thatgamecompany-for-tiny-speck/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>glitch</category><category>journey</category><category>Kellee-Santiago</category><category>mac</category><category>pc</category><category>robin-hunicke</category><category>thatgamecompany</category><category>tiny-speck</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Thu, 29 Mar 2012 16:30:00 EST</pubDate></item><item><title><![CDATA[Kellee Santiago leaves thatgamecompany, nextcompany unknown]]></title><link>http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/</guid><comments>http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb3_530x298.jpg" /></a></center>Kellee Santiago, co-founder of thatgamecompany, left the <em>Journey</em> developer today. "Thanks so much for the kind words today, I feel so much love and gratitude," she <a href="https://twitter.com/#!/kelleesan/status/185343222346821632">Tweeted</a>. "It's time to hit the 'Start New Journey' button!" She has yet to announce her destination.<br /><br />Santiago told <a href="http://gamasutra.com/view/news/163491/Changes_at_Thatgamecompany_Santiago_departs_new_game_underway.php">Gamasutra</a> that she hopes to take what she's learned from making thatgamecompany's three PSN games, "and go forth and take it into new arenas." She said she saw her role at thatgamecompany as supporting Jenova Chen's visions for game design. "... I felt like I have done everything I needed to do there, and that he's in a great place now to go on and continue with some of the other people at Thatgamecompany, to take that to a whole new height." Gama also cites anonymous sources who warn of other "key staff departures."<br /><br />A thatgamecompany representative told Joystiq, "Obviously, Kellee has been a huge part of thatgamecompany over the past six years. Even though it's sad to see her leave, we are very excited to see what she does in the future."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/">Kellee Santiago leaves thatgamecompany, nextcompany unknown</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 29 Mar 2012 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20203760/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/29/kellee-santiago-leaves-thatgamecompany-nextcompany-unknown/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>journey</category><category>Kellee-Santiago</category><category>playstation</category><category>ps3</category><category>psn</category><category>ThatGameCompany</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 29 Mar 2012 09:30:00 EST</pubDate></item><item><title><![CDATA[thatgamecompany's Kellee Santiago on Vita, and her ongoing argument with Roger Ebert]]></title><link>http://www.joystiq.com/2011/12/20/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/</link><guid isPermaLink="true">http://www.joystiq.com/2011/12/20/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/</guid><comments>http://www.joystiq.com/2011/12/20/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/12/19/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/12/kelleesantiago530pxheaderimg2.jpg" /></a></div>
With <a href="http://www.joystiq.com/game/flow"><em>Flow</em></a> and <a href="http://www.joystiq.com/game/flower"><em>Flower</em></a>, Kellee Santiago and Jenova Chen's 12-person dev studio, thatgamecompany, completed two thirds of its three-game contract with Sony. And when <a href="http://www.joystiq.com/game/journey"><em>Journey</em></a> arrives some time in 2012, that three-game contract will come to an end, leaving Santiago and co. to an unknown future in the game industry. At a recent Sony press event in New York City, Santiago wouldn't say what the future holds for TGC ("Right now we're really focused on finishing <em>Journey</em>," she told me), but she did speak to her own interest in the PlayStation Vita.<br />
<br />
"I could definitely see all of thatgamecompany's titles on the Vita," Santiago said. "But, as you said, we're a team of 12, so for us in each title we just try to focus on the specific platform we're distributing on, and then leave the future to the future." The studio's first game, <em>Flow</em>, ended up on Sony's last handheld system, so the idea of <em>Flower</em> and <em>Journey</em> ending up on the Vita isn't exactly a far-fetched one.<br />
<br />
Given Santiago's apprehension at speaking about TGC after <em>Journey</em>, I instead prodded her about <a href="http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/">her interactions</a> with famous (infamous?) film critic Roger Ebert. Had anything transpired since her last note? Santiago laughed before telling me, "He seems to have conceded that while he has his opinion, he can't really have it 'cause he doesn't play games anyway." In <a href="http://thatgamecompany.com/general/right-moving-on-my-response-to-ebert/">her last response</a>, Santiago even offered to send Ebert a PlayStation 3 with <em>Flower</em>.<br />
<br />
"We did send him a PlayStation 3 with <em>Flower</em>," she said. But has he played it? "At least of the last writing on it, he has not played it." Maybe she should've sent an employee to play the game for him as well?<br />
<br />
[Image credit: <a href="http://blog.ted.com/2010/10/08/fellows-friday-with-kellee-santiago/">TED Blog</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/12/20/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/">thatgamecompany's Kellee Santiago on Vita, and her ongoing argument with Roger Ebert</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Dec 2011 00:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/12/20/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20131276/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/12/20/thatgamecompanys-kellee-santiago-on-vita-and-her-ongoing-argum/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>flow</category><category>flower</category><category>journey</category><category>kellee-santiago</category><category>new-york-city</category><category>nyc</category><category>playstation</category><category>ps3</category><category>roger-ebert</category><category>that-game-company</category><category>thatgamecompany</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 20 Dec 2011 00:15:00 EST</pubDate></item><item><title><![CDATA[NYC: Come watch thatgamecompany's Kellee Santiago speak at NYU's Game Center]]></title><link>http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/</guid><comments>http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/kellesantiagonyugamecenterheaderimg530px.jpg" /></a></div>
We've told you about New York University's Game Center in the past -- remember that time when Chris Hecker brought <a href="http://www.joystiq.com/game/spyparty"><em>SpyParty</em></a> and talked <a href="http://www.joystiq.com/2010/11/22/spyparty-dev-details-his-blizzard-inspired-depth-first-approac/">about all sorts of stuff</a>? -- and we're here to do just that once more. Tomorrow evening, we're hoping you'll join us and several hundred friends in Room 6 of NYU's lower level, where thatgamecompany co-founder and president Kellee Santiago will be speaking to the "Challenges In Evoking Unique Emotions In Video Games." Maybe she'll even talk a bit about her company's new game, <a href="http://www.joystiq.com/game/journey"><em>Journey</em></a>? We certainly hope so!<br />
<br />
Beyond her lecture, a discussion will be moderated by interim director (and <a href="http://www.joystiq.com/2011/01/21/drop7-dev-area-code-becomes-zynga-new-york/">Zynga New York</a> creative director) Frank Lantz, with questions from the crowd also being solicited. The discussion begins at 7:00PM EST <em>sharp</em>, and we've dropped pertinent details after the break. Don't be late!<br />
<br />
<strong>Update:</strong> NYU has updated its blog with a note about attendance, stating, "Thanks to your enthusiastic response, we have reached capacity for this RSVP-only event. There will be very limited extra seating opened up on a first come, first serve basis starting at 7PM. We encourage you to join our mailing list, follow us, or friend us for updates on future lectures and events. Thank you for your understanding!" So, uh, take that as you will! We're still going!<p><a href="http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/" rel="bookmark">Continue reading <em>NYC: Come watch thatgamecompany's Kellee Santiago speak at NYU's Game Center</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/">NYC: Come watch thatgamecompany's Kellee Santiago speak at NYU's Game Center</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 23 Mar 2011 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19889423/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/23/nyc-come-watch-thatgamecompanys-kellee-santiago-speak-at-nyus/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>game-center</category><category>journey</category><category>kellee-santiago</category><category>new-york-university</category><category>nyu</category><category>nyu-game-center</category><category>playstation</category><category>ps3</category><category>thatgamecompany</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 23 Mar 2011 17:30:00 EST</pubDate></item><item><title><![CDATA[Indie Fund assists with Monaco, Qube, and Shadow Physics]]></title><link>http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/</guid><comments>http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/#comments</comments><description><![CDATA[<center>
	<a href="http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/"><img border="1" hspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/indiefund31.jpg" vspace="0" /></a></center>
One year in, the <a href="http://www.joystiq.com/tag/indie-fund">Indie Fund</a> is currently providing money for the development of three games. Nathan Vella, Ron Carmel, and Kellee Santiago of the Indie Fund - all established indies themselves - and fundees Andy Schatz (<a href="http://www.pocketwatchgames.com/Monaco/"><em>Monaco</em></a>), Steve Swink (<a href="http://www.pocketwatchgames.com/Monaco/"><em>Shadow Physics</em></a>), and Daniel Da Rocha (<a href="http://www.toxicdesign.co.uk/toxicgames/"><em>Qube</em></a>) gathered in a panel to discuss the successes and failures of the alternate funding method, which is designed to "put itself out of business as soon as possible," as Vella put it, to promote self-sufficient indies.<p><a href="http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/" rel="bookmark">Continue reading <em>Indie Fund assists with Monaco, Qube, and Shadow Physics</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/">Indie Fund assists with Monaco, Qube, and Shadow Physics</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 02 Mar 2011 17:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19864270/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/02/indie-fund-assists-with-monaco-qube-and-shadow-physics/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>andy-schatz</category><category>daniel-da-rocha</category><category>gdc-2011</category><category>indie</category><category>indie-fund</category><category>kellee-santiago</category><category>nathan-vella</category><category>pc</category><category>qube</category><category>ron-carmel</category><category>shadow-physics</category><category>steve-swink</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 02 Mar 2011 17:20:00 EST</pubDate></item><item><title><![CDATA[Journey preview: Souls searching]]></title><link>http://www.joystiq.com/2010/12/17/journey-psn-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/17/journey-psn-preview/</guid><comments>http://www.joystiq.com/2010/12/17/journey-psn-preview/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/12/17/journey-psn-preview/"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeyheaderimg530px2342.jpg" /></a></div>
I laughed when I first saw the scarf worn by <em>Journey's</em> main character. I couldn't help it -- the flair it adds to the enigmatic avatar renders the figure distinctly more charming than spooky. The scarf serves a more functional purpose, too: It's a gameplay meter, measuring your character's ability to fly. The scarf depletes as you fly; fill it back up -- and even lengthen it -- by completing puzzles and discovering secrets, among other things. There's actually a variety of scarves to be collected and equipped throughout the gameworld.<br />
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Scarves, however, are not the focus on thatgamecompany's third PSN-exclusive, <em>Journey</em>. The focus, creative lead Jenova Chen told me at a recent press event, is to enable unique online experiences. "Everyone's on a journey towards a goal, and everybody travels through a similar landscape," he said of the game. "And at some point, their paths cross each other, and then they could be playing together."<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/journey-12-10-10/">Journey (12/10/10)</a></strong></p><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666045"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666046"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666047"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666048"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666049"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/12/17/journey-psn-preview/" rel="bookmark">Continue reading <em>Journey preview: Souls searching</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/17/journey-psn-preview/">Journey preview: Souls searching</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 17 Dec 2010 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/17/journey-psn-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19756252/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/17/journey-psn-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>co-op</category><category>jenova-chen</category><category>journey</category><category>kellee-santiago</category><category>multiplayer</category><category>playstation</category><category>ps3</category><category>psn</category><category>robin-hunicke</category><category>thatgamecompany</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 17 Dec 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Journey's latest trailer keeps us believing]]></title><link>http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/</guid><comments>http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/#continued"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeyheaderimgplaybtn530px.jpg" /></a></div>
<em><a href="http://www.joystiq.com/game/journey">Journey</a></em> isn't a game about transforming a landscape with the power of wind, or experiencing aquatic evolution, but about guiding your cloaked, scarf-wearing avatar through a world -- either alone or with another, unknown person -- and forever pushing towards the mountain in the distance. The game's latest trailer encapsulates a lonely tone and showcases <em>Journey</em>'s gorgeous environments. <br />
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thatgamecompany president Kellee Santiago characterized the PSN-exclusive <em>Journey</em> as "a social experiment" in a <a href="http://www.gametrailers.com/episode/gametrailers-tv/111">recent interview with GTTV</a> (much like her studio's previous two games have been), while creative lead Jenova Chen says he's hoping to evoke the feeling of awe and wonder that people experience while on a hike. Neither explains what the deal is with the scarves, though.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/journey-12-10-10/">Journey (12/10/10)</a></strong></p><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666045"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666046"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666047"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666048"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/journey-12-10-10/#3666049"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/journeypsb5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/" rel="bookmark">Continue reading <em>Journey's latest trailer keeps us believing</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/">Journey's latest trailer keeps us believing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 10 Dec 2010 10:06:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19755263/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/10/journeys-latest-trailer-keeps-us-believing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gameplay</category><category>jenova-chen</category><category>journey</category><category>kellee-santiago</category><category>playstation</category><category>playstation-network</category><category>ps3</category><category>psn</category><category>thatgamecompany</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 10 Dec 2010 10:06:00 EST</pubDate></item><item><title><![CDATA[Roger Ebert's latest column posits 'games can never be art']]></title><link>http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/</guid><comments>http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/#comments</comments><description><![CDATA[<div style="text-align: center; "><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/flower580gotyrel.jpg" /></div>
In the "Games as art" debate that seems to never end, the number one opponent of our industry's medium of choice being considered art (at least "<a href="http://www.joystiq.com/2007/07/23/ebert-admits-games-can-be-art-but-not-high-art/">high art</a>") has been renowned film critic <a href="http://www.joystiq.com/tag/rogerebert">Roger Ebert</a>. Since he made his initial declaratory statements about video games many years ago, folks have <a href="http://www.joystiq.com/2007/07/30/newsweeks-croal-chimes-in-on-video-games-as-art-debate/">piped</a> <a href="http://www.joystiq.com/2008/02/12/jim-preston-games-as-art-debate-is-meaningless/">up</a> on both sides of the argument. Ebert's latest volley in the long-running discussion is a piece published on the <a href="http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html">Chicago Sun-Times website</a> in response to thatgamecompany prez Kellee Santiago's <a href="http://stevens.usc.edu/playvideo.php?v=91">TED talk at USC</a> last summer. <br />
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While he allows Santiago many pleasantries and compliments throughout the piece, he argues that, regardless of her various points, games "can never be art." At the very least, he says, "No video gamer now living will survive long enough to experience the medium as an art form." He contests that games consist of "rules, points, objectives, and an outcome," which stands in contrast to his somewhat ambiguous definition of what, exactly, art <em>is</em>. In a moment of seeming clarity at the end of his piece, he asks: "Why are gamers so intensely concerned, anyway, that games be defined as art? Bobby Fischer, Michael Jordan and Dick Butkus never said they thought their games were an art form." And while we might not agree with all of Mr. Ebert's points, we can certainly find common ground with his wondering why the debate over games as art is still such a topic of concern among gamers (ourselves included).<br />
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[Thanks, Salvatore]<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/">Roger Ebert's latest column posits 'games can never be art'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 17 Apr 2010 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19443961/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/17/roger-eberts-latest-column-posits-games-can-never-be-art/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>games-as-art</category><category>kellee-santiago</category><category>roger-ebert</category><category>rogerebert</category><category>ted</category><category>thatgamecompany</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sat, 17 Apr 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2010: From student game to success]]></title><link>http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/</guid><comments>http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/student-panel.jpg" alt="" /></div>
Believe it or not, many of the best games start out as student development projects. <a href="http://joystiq.com/tag/the-misadventures-of-pb-winterbottom"><em>The Misadventures of P.B. Winterbottom</em></a>, <a href="http://joystiq.com/tag/flow"><em>flOw</em></a> and even <a href="http://joystiq.com/tag/portal"><em>Portal</em></a> all began life as student projects. Speaking at a <a href="http://joystiq.com/tag/gdc-2010">GDC</a> panel, the developers of the games listed above gave their advice on how budding student game designers can see their own projects become a success. The panel included Kim Swift, designer of <em>Portal</em> and currently of <a href="http://joystiq.com/tag/airtight-games">Airtight Games</a>, Matt Korba and Paul Bellezza of The Odd Gentlemen (<em>P.B. Winterbottom</em>), and Kellee Santiago of thatgamecompany (<em>flOw</em>).<br />
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The advice was wide-ranging, though all the panelists agreed that the best way to get a game noticed is to submit it to as many competitions and festivals as possible. Swift specifically noted that it's a good idea to literally drag people to come and play your game at festivals and shows like GDC. The game itself should "grab" players as well, with Korba saying that a festival showing of a game should be get players involved within five minutes.<p><a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/" rel="bookmark">Continue reading <em>GDC 2010: From student game to success</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/">GDC 2010: From student game to success</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397899/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2k-games</category><category>airtight-games</category><category>flow</category><category>gdc</category><category>gdc-2010</category><category>kellee-santiago</category><category>kim-swift</category><category>matt-korba</category><category>paul-bellezza</category><category>pb-winterbottom</category><category>portal</category><category>thatgamecompany</category><category>the-odd-gentlemen</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Sun, 14 Mar 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2010 Microtalks: Big ideas, tiny speeches]]></title><link>http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/</guid><comments>http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/lemarchand.jpg" /></div>
The <a href="http://joystiq.com/tag/gdc-2010">GDC 2010</a> Microtalks session was a frazzling experience in many ways. The format of the event essentially assures it. Ten lecturers -- all from different sectors of the game industry -- each spoke for five minutes and each were allowed to use 20 different slides. Naughty Dog's <a href="http://www.joystiq.com/tag/richard-lemarchand">Richard Lemarchand</a> set the stage for the speakers, announcing the theme of the talks as "come play with us." The goal of the microtalks, said Lemarchand, was to help game creators capture the "radicalizing exuberance" of games and give them the energy to "transform the world" through the power of play.<br />
<br />
The resulting cavalcade of images and ideas -- ranging from methods of play to behavioral economics -- is a bit difficult to distill. Thankfully, we were taking notes. There was too much at the event to condense here, but it was definitely a thought-provoking event. We've highlighted a few of the more interesting speeches after the break.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/gdc-2010-microtalks/">GDC 2010 Microtalks</a></strong></p><a href="http://www.joystiq.com/photos/gdc-2010-microtalks/#2797163"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/microtalks-2010-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2010-microtalks/#2797164"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/microtalks-2010-2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2010-microtalks/#2797166"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/microtalks-2010-3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2010-microtalks/#2797167"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/microtalks-2010-4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2010-microtalks/#2797168"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/microtalks-2010-5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/" rel="bookmark">Continue reading <em>GDC 2010 Microtalks: Big ideas, tiny speeches</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/">GDC 2010 Microtalks: Big ideas, tiny speeches</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 13 Mar 2010 05:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19396880/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/13/gdc-2010-microtalks-big-ideas-tiny-speeches/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>foundation-9</category><category>games-for-change</category><category>gdc</category><category>gdc-2010</category><category>jane-pincard</category><category>kellee-santiago</category><category>naughty-dog</category><category>richard-lemarchand</category><category>suzanne-seggerman</category><category>thatgamecompany</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Sat, 13 Mar 2010 05:00:00 EST</pubDate></item><item><title><![CDATA[VGA 2009: Flower developers amidst the explosions and hype]]></title><link>http://www.joystiq.com/2009/12/16/vga-2009-flower-developers-amidst-the-explosions-and-hype/</link><guid isPermaLink="true">http://www.joystiq.com/2009/12/16/vga-2009-flower-developers-amidst-the-explosions-and-hype/</guid><comments>http://www.joystiq.com/2009/12/16/vga-2009-flower-developers-amidst-the-explosions-and-hype/#comments</comments><description><![CDATA[<div align="center"><strong><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/level-2-stills-0920a.jpg" /></strong></div>
<small><em><font color="gray">This past Saturday brought us the <a href="http://www.joystiq.com/tag/Spike-VGA-2009">Spike TV Video Game Awards</a> and - before experiencing the litany of world exclusives that awaited us inside - we spent some time outside cruising the red carpet and talking (briefly!) to many of the game developers and talent. We squeezed them for information as fast as we could while simultaneously wishing them holiday cheer and good tidings. Yes, it was as awkward as it sounds. Here's what we learned from Kellee Santiago and Jenova Chen from thatgamecompany about </font></em><font color="gray"><a href="http://www.joystiq.com/tag/Flower/">Flower</a></font><em><font color="gray"><em>.</em></font></em></small><em><br />
<strong><br />
</strong></em><strong>Spike TV and the VGAs are all about naked women, shooters, and explosions. What's it like for <a href="http://www.joystiq.com/tag/flower">Flower </a>to be here?</strong><br />
<br />
Kellee Santiago: It's a very surreal experience. I think it shows that what are sort of seen as "artsy" games aren't niche, they appeal at the most commercial mass level, and that's very exciting for us. <br />
<br />
Jenova Chen: We had <em>Flower</em> exhibit at the MOCA in Shanghai as an interactive art piece. It's quite interesting to see a video game stand next to these art installations. Being at these awards will hpefully give us even more exposure. The PlayStation Network had a sale during Thanksgiving, and a lot of people picked up <em>Flower</em> who had never heard of it before. Then we started to get a lot of emails thanking us for making the game. We know there are more people who haven't seen the game, and it would be great if they know what video games could be.<br />
<br />
<strong>What's next? Could there be a sequel to <em>Flower</em>? </strong><br />
<br />
We're working on a third title for PlayStation Network right now, you'll see more soon. Hopefully you'll see something next year, but we don't know yet when it will come out.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/12/16/vga-2009-flower-developers-amidst-the-explosions-and-hype/">VGA 2009: Flower developers amidst the explosions and hype</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 16 Dec 2009 20:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/12/16/vga-2009-flower-developers-amidst-the-explosions-and-hype/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19280564/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/12/16/vga-2009-flower-developers-amidst-the-explosions-and-hype/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Action</category><category>Flower</category><category>interview</category><category>Jenova-Chen</category><category>Kellee-Santiago</category><category>PSN</category><category>red-carpet</category><category>SCEA</category><category>Sony</category><category>Sony-Computer-Entertainment-America</category><category>Spike-VGA-2009</category><category>ThatGameCompany</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 16 Dec 2009 20:25:00 EST</pubDate></item><item><title><![CDATA[SXSW 2009: Being Indie and Successful in the Video Game Industry]]></title><link>http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/</guid><comments>http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/blowdollsm.jpg" alt="" /><br /></div>
There's a wealth of indie-related gaming panels and goings on at SXSW this year, ranging from the previous "Games By The People, For The People" panel, the <a href="http://www.joystiq.com/2009/03/15/sxsw-2009-gamesalad-and-the-promise-of-iphone-game-development/">GameSalad</a> folks, and the retro-cool <a href="http://www.joystiq.com/2009/03/15/sxsw-2009-indie-meets-arcade-in-get-outta-my-face/"><em>Get Outta My Face</em></a> arcade cabinet. Heck, there's even a <a href="http://www.tilestack.com/">company</a> that wants to bring back Hypercard stack games. So we went back for more indie gaming panel goodness, just because we could. <br /><br />This was a panel by the game developers this time, rather than the people who run the companies ... so what did we learn? A lot of the same from the <a href="http://www.joystiq.com/2009/03/14/sxsw-2009-games-by-the-people-for-the-people/">previous panel</a>. Sadly Jonathan Blow couldn't make it, and was replaced by the above inflatable doll with the Freddie Mercury mug. Although covering his absence nicely were panelists Kellee Santiago from <a href="http://thatgamecompany.com/">thatgamecompany</a>, John Baez of <a href="http://thebehemoth.com/">The Behemoth</a>, Ron Carmel of <a href="http://2dboy.com/">2D BOY</a>, and Joel DeYoung from <a href="http://www.hotheadgames.com/blog/">Hothead Games</a> who moderated. Check out the highlights after the break.<p><a href="http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/" rel="bookmark">Continue reading <em>SXSW 2009: Being Indie and Successful in the Video Game Industry</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/">SXSW 2009: Being Indie and Successful in the Video Game Industry</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 17 Mar 2009 00:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1488687/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/17/sxsw-2009-being-indie-and-successful-in-the-video-game-industry/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2d-boy</category><category>blueprint</category><category>Castle-Crashers</category><category>EA</category><category>Electronic-Arts</category><category>Henry-Hatsworth</category><category>Hothead-Games</category><category>Joel-Deyoung</category><category>John-Baez</category><category>Kellee-Santiago</category><category>Ron-Carmel</category><category>SXSW</category><category>sxsw-2009</category><category>thatgamecompany</category><category>The-Behemoth</category><category>World-of-Goo</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Tue, 17 Mar 2009 00:15:00 EST</pubDate></item><item><title><![CDATA[GDC 07: fl0w was almost on Wii]]></title><link>http://www.joystiq.com/2007/03/09/gdc-07-fl0w-was-almost-on-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/09/gdc-07-fl0w-was-almost-on-wii/</guid><comments>http://www.joystiq.com/2007/03/09/gdc-07-fl0w-was-almost-on-wii/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/fl0w2.jpg" /><br />
Jenova Chen, Kellee Santiago and the rest of the thatgamecompany team discussed their latest motion-controlled PS3 title <em>fl0w</em>. The game certainly would have been an incredible addition to the Wii library, considering its use of motion controls, relatively subdued graphics, and non-gamer-friendly gameplay. Santiago revealed that <em>fl0w</em> was pitched to two companies: Nintendo and Sony.<br />
<br />
Well, Sony won. Sony's aggressive approach to supporting new developers was what gave PS3 the edge. "They [Nintendo] weren't right for us at the time. Sony kind of came to us with the process of incubation ... They helped us get our studio started."<br />
<br />
Sony has proven at GDC that they care about developers through the announcement of Edge and extending their Network offerings to independent developers. This kind of approach has allowed Sony to earn the respect of valuable talent. For example, <em>LittleBigPlanet </em>comes from the developer of <em>Rag Doll Kung-Fu</em>, who was originally interested in making titles for Nintendo. Sony's attractive development options will continue to make the system gain new, interesting and truly innovative, exclusive software for the platform.<br />
<br />
<strong>See also:</strong><br />
<a href="http://www.joystiq.com/2006/09/18/joystiq-qanda-jenova-chen/">Joystiq interview: Jenova Chen</a><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/09/gdc-07-fl0w-was-almost-on-wii/">GDC 07: fl0w was almost on Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2007 15:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/03/09/gdc-07-fl0w-was-almost-on-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/849621/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/09/gdc-07-fl0w-was-almost-on-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Action</category><category>Flow</category><category>gdc</category><category>gdc07</category><category>jenova-chen</category><category>Kellee-Santiago</category><category>PSN</category><category>SCEA</category><category>Sony</category><category>ThatGameCompany</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Fri, 09 Mar 2007 15:50:00 EST</pubDate></item></channel></rss>