A busted Mario costume. An extremely old pinball machineโ€”so simple you wonder how pinball ever took off. Fighting gamesโ€ฆ so many fighting games. Hundreds of old consoles, some of which were complete flops, hooked up to hundreds of cathode ray tube televisions for maximum retro fidelity. High level Tetris players playing the NES version of the game in front of an exhausted crowd, resting up before returning to the show floor. The lady who does the voice for Princess Peach AND her faithful servant Toad in the Super Mario games, who will, if asked, do a shockingly loud Toad voice.ย 

These are the sort of things you see on the floor at the Portland Retro Game Expo, a yearly exhibition of video game culture and technology for vintage game collectors and dealers. Gamers are looking to relive their pasts and the pasts of others (who grew up with different systems or games), and, as with every gathering of ten or more people these days, Pokemon card collectors, hunting for the treasure their heart most desires.

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But we are not here to linger in the past. We look instead to a pink and purple booth in Hall D, where 20 or so computers sit on tables, gamers on one side poking at programs, game developers on the other, chatting, pointing out stuff, offering light guidance, occasionally looking fretful.

This is the Portland Indie Game Squadโ€™s booth, PIGSquad for short, a local nonprofit that exists to offer support, education, and opportunities for local independent game developers. On this weekend, they were hosting 38 local independent game developers sharing their new creations with players, the future of games nestled inside their past.

About 20 years ago, the twin emergence of the Steam storeโ€”an online games marketplace with an open submission processโ€”and newly accessible game development engines prompted the creation of a new form in the games industry. You no longer needed a small army of artists, programmers, sales people, and big publishers to create and market a video game. Just a few multitaskers, or even a single developer, could pursue a smaller, particular vision, unburdened by the cravings of big publishers.ย 

โ€œI went to college for illustration and Iโ€™d always been interested in games, but I didnโ€™t think artists could make games,โ€ Marlowe Dobbe, a Portland-based art director for Mega Crit, an independent games studio based in Seattle, told the Mercury. โ€œSomeone recommended I go to a PIGSquad event and that sort of opened the door to meโ€ฆ showed me I was interested in a lot of different kinds of game development.โ€

โ€œObviously the big difference with indie game-making is team size,โ€ Dobbe said. โ€œWhen youโ€™re talking about making games in smaller teams you have to wear a lot more hats, learn how to do a lot of different things. Iโ€™ll draw the assets, Iโ€™ll be doing UI design sometimes, sometimes I do VFX (visual effects). You have to juggle a little bit. But you also get more creative freedom in whatever role you take on because you don’t have to respond to three or four managers. You see a lot more individual artistic expression. Indie games arenโ€™t necessarily designed by committee, but by a small group of people who have a vision.โ€ย 

These burgeoning tools and markets created a new ethic, a DIY approach to games development with a wide spectrum of practitioners. Some of these games are huge. Dobby is deep in production on a sequel to Slay the Spire, a magnificent deckbuilding roguelike that sold three million copies on Steam alone. The most anticipated game of any pedigree released this year was Hallow Knight: Silksong, a metroidvania produced by a team of three people. Practically every gamer has probably played at least a little Stardew Valley, an ever-expanding farming simulator made by a single person that sold a whopping 41 million copies in total. But as with any art form, not everyone is that successful or ambitious. Some indie developers eke out an existence on the edges of the game development space, some are just hobbyists, grinding away at a personal project on their off-time, while others are developers or contractors for big developers, looking to merge out of that lane into something more personal.

At one time, games development was locked behind a wall of technical expertise and publishing barriers, but now, people make games for as many reasons as people make any kind of art.

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โ€œI think I hosted my 82nd game jam the other month,โ€ Will Lewis, the director of PIGSquad, told theย Mercury. Game jamming is a central practice in the DIY games scene, the game development equivalent of a jam session or a sewing circle.ย 

โ€œItโ€™s a pretty easy pitch,โ€ Lewis said. โ€œPeople come out, loosen up, have a good time, chat with each other. You form teams, declare youโ€™ll be working as a solo developer, or form a team as you go. Then, youโ€™re delivered a theme. You have to make an entire game between that time and whenever the game jam endsโ€”a day, a weekend, or a weekโ€ฆ depending on the scope of the jam. It can be anything. Any sort of experience.โ€

โ€œOur goals are to finish something,โ€ Lewis noted, โ€œwork with a new tool, a new person, creating an accessible space for people who have never jumped into a game jam before, something that sits at the cross-boundary of networking and education. Then, people go off to do amazing things. They spin off and do their own thingโ€” maybe meeting someone at an event and making a game jam together, and then being like, โ€˜Oh I donโ€™t know, letโ€™s start a business together,โ€™ and just going for it.โ€

One game jam game on display at the PIGSquad booth is The Forged Curse, by Cheree Andringa and Cameron Wiggers, a roguelike made with Pico-8, a small scale game platform thatโ€™s a common tool for small projects or rough drafts.ย 

โ€œI learned HTML and CSS by playing Neopets in high school,โ€ said Andringa, a web developer by trade. โ€œI did all kinds of stupid stuff. You have shops and things, and you wanted to make it look nice, so you learned CSS to make it look less generic.โ€

โ€œWe had a vague interest in game development stuff,โ€ Wiggers said, โ€œand around 2018, when we saw PIGSquad was doing a jam, it was a good excuse to try it. It was exciting.โ€

โ€œExciting and difficult,โ€ Andringa added.

โ€œWe struggled a lot. But we just kept going,โ€ said Wiggers.

โ€œWe really did want to make games,โ€ Andringa continued. โ€œGames are something Iโ€™m very passionate about, I used to work at a video game store, I used to be a vendor here. It was a life goal kind of thing: โ€˜I want to make a game someday.โ€™โ€ย 

โ€œThose early jams, they were in-person events, and we were really inspired by that,โ€ Wiggers remembered. โ€œSeeing the cool stuff that people made, it was everything we wanted to be.โ€

โ€œItโ€™s hard and rewarding,โ€ said Andringa.ย 

Is it harder than web development? Andringa answered quickly.ย 

โ€œYes. It has so many more systems in it. Games can be really broken. I think the way you interact with them is part of it. When youโ€™re playing a video game, you put yourself into that space. So when something goes wrong it can be incredibly frustrating.โ€

โ€œIn some ways, when youโ€™re making a game, youโ€™re trying to build all the way around an experience,โ€ Wiggers noted. โ€œYouโ€™re saying, โ€˜This is what I want the player to have, and I need to build walls all the way around the entire thingโ€ฆโ€

โ€œ…to keep them contained in that experience,โ€ ย Andringa added.

โ€œEvery part of that experience. Itโ€™s challenging,โ€ said Wiggers.ย 

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Another game on display at the PIGS booth isย Checkmage!, an upcoming chess/puzzle/card-based adventure game by Austin Evans and Cedar, a pair of Vancouver, Washington-based developers. Checkmage! was a long time in the making, but accessible, very polished, and kind of ingenious in the playingโ€”a shot downfield for big indie game success.ย 

โ€œI used to have this board game I made,โ€ said Evans. โ€œI would take Monopoly, add a stack of cards with additional rules that I wrote. And every time you landed on the โ€˜chanceโ€™ space, Iโ€™d add that rule to the list of existing Monopoly rules.โ€

โ€œIt has like seven different versions nowโ€”printed out cards and everything,โ€ Cedar said. He tells me that, at one point, one of the extra rules cards necessitated simultaneously playing a game of Jenga alongside Monopoly.ย 

โ€œI made some game jam games that have similar building concepts, and Checkmage! is the same thingโ€”except building on top of chess.โ€

Evans, a veteran game jammer whose computer science degree aspirations were scattered to the wind by an errant physics class, has been working on Checkmage! for two years now. Six months into the process, he drafted Cedar, his longtime friend who does more benign computer programming for a living.ย 

โ€œI find systems very interesting,โ€ Cedar said. โ€œI love Checkmage! because there are so many emergent properties based on different things you can give to a different piece. Game development, for me, has the most correlation with what I look for in art. All kinds of visual stuff, music, good game sense, being able to make a character thatโ€™s good to playโ€”the confluence of all these things. That’s what brings me to game development, instead of just writing or drawing.โ€

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In the last 30 or so years, computers have come to absorb more of our everyday lives. The key to understanding how a computer works lives in the sort of thinking Cedar described here: the management of systems, controlling logistical flows, building something functional and elegant in the medium of a computer programming language. Itโ€™s a creative field, but itโ€™s hard to see that, living in the world capitalism has built with it. Games development is an expressive form of these tools, of this eBay of thinking. Paint is just for houses until you add it to a canvas with the intent of extracting a feeling of inspiration from a viewer. Code is the same way.ย 

โ€œBecause of my career, Iโ€™m a lot more confident with my programming skills, and games give me a place where I can actually use that to make stuff Iโ€™m proud of, something expressive,โ€ Cedar said. โ€œBeing able to translate an idea into code more effectively. Iโ€™ve played guitarโ€”but thereโ€™s nothing that allows me to express myself like game development.โ€