Indie Game: The Movie | |
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Directed by | James Swirsky Lisanne Pajot |
Produced by | James Swirsky Lisanne Pajot |
Starring | |
Music by | Jim Guthrie |
Cinematography | James Swirsky Lisanne Pajot |
Edited by | James Swirsky Lisanne Pajot |
Production
company |
BlinkWorks
Flutter Media |
Distributed by | BlinkWorks Media |
Release date
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Running time
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94 minutes (Canada) 103 minutes (International) |
Language | English |
Indie Game: The Movie is a 2012 documentary film by Canadian filmmakers James Swirsky and Lisanne Pajot. The film documents the struggles of independent game developers Edmund McMillen and Tommy Refenes during the development of Super Meat Boy, Phil Fish during the development of Fez, and also Jonathan Blow, who reflects on the success of Braid.
After two successful Kickstarter funds, interviews were conducted with prominent indie developers within the community. After recording over 300 hours of footage, Swirsky and Pajot decided to cut the movie down to follow the four developers selected. Their reasoning behind this was to show game development in the "past, present and future" tenses through each individual's story.
The film shows the high level of personal expression that typically goes into independent games, through the story of three games: Braid was released in 2008, Super Meat Boy was preparing for its 2011 release, while Fez was struggling with development hell for several years.
Braid developer Jonathan Blow recounts his thought process for the game: how he wished to put his "deepest flaws and vulnerabilities" into it and how his initial design experience quickly turned from experimentation to discovery. He also talks about the aftermath of the game: When Braid comes out, it receives widespread critical acclaim, but Blow is disillusioned, when a large portion of players don't "get" the underlying message and themes of the game. He makes attempts to influence the audience's impression of the game through forum posts and blog comments, but this eventually turns him into something of a comic figure, which he feels uncomfortable with. The game remains a commercial and critical success.
Super Meat Boy developers Team Meat (Edmund McMillen and Tommy Refenes) set out to do a platform game that harkens back to their own childhood video game experiences. McMillen talks about his lifelong goal of communicating to others through his work. He goes on to talk about his 2008 game Aether that chronicles his childhood feelings of loneliness, nervousness, and fear of abandonment. He also sheds light on the level design techniques he uses, on how he teaches players to play without extensive tutorials.