title: Pauline Hanson

text: Academics, commentators and political analysts have continued to discuss Hanson's legacy and impact upon Australian politics since her rise to prominence in the 1990s and her political comeback in 2016. Milton Osborne noted that public opinion research indicated Hanson's initial support in the 1990s was not necessarily motivated by racist or anti-immigration sentiments, but instead from voters concerned about globalisation and unemployment. In 2019, Hans-Georg Betz identified Hanson as among the first populist politicians to mobilize a public following by targeting "the intellectual elite" in their messages, and that in the twentyfirst century, with "today’s army of self-styled commentators and pundits summarily dismissing radical right-wing populist voters as uncouth, uneducated plebeians intellectually incapable of understanding the blessings of progressive identity politics, Hanson’s anti-elite rhetoric anno 1996 proved remarkably prescient, if rather tame".


title: Pauline Hanson

text: Hanson lives in Beaudesert, Queensland, on a large property. She also owns a property in the Hunter Valley in New South Wales.


title: Pauline Hanson

text: During her first term in political office, Hanson and her younger children were guarded by security for extended amounts of time daily. Hanson was under escort almost completely, and while her younger children were largely kept out of public exposure, they were escorted to-and-from school and on other activities. The mail received at Hanson's office was moved to another location and checked before it was re-distributed back to the office.


title: Pauline Hanson

text: In 1971, Hanson (then Pauline Seccombe) married Walter Zagorski, a former field representative and mining industry labourer from Poland, who had escaped war-torn Europe with his mother and arrived in Australia as refugees. He met Hanson when they both worked for the Drug Houses of Australia subsidiary Taylors Elliots Ltd. They had two children. In 1975, Hanson left Zagorski after discovering that he had been involved in several extramarital affairs. They reconciled briefly in 1977, but divorced later that year when Zagorski left Hanson for another woman.


title: Pauline Hanson

text: In 1980, Hanson (then Pauline Zagorski) married Mark Hanson, a divorced tradesman working on the Gold Coast in Queensland. They honeymooned in South-East Asia. Mark Hanson had a daughter, Amanda (born 1977), from his previous marriage, and he later had two children with Hanson: Adam (born 1981) and Lee (born 1984). Together they established a trades and construction business, in which Hanson was in charge of the administrative and bookkeeping work, and would on occasions assist her husband on more practical work. Hanson has written about her difficult marriage, where alcohol and domestic violence impacted her family. They divorced in 1987.


title: Pauline Hanson

text: In 1988, Hanson began a relationship with Morrie Marsden, a businessman in Queensland. Together, they established a catering service under the holding company Marsden Hanson Pty Ltd, and operated from their fish and chips store, Marsden's Seafood, in Silkstone, Queensland. Marsden worked on Hanson's campaign for political office in the seat of Oxley in 1996, and was a member of her staff after her election. When Hanson began to receive national and international media attention for her views, Marsden left the relationship. Hanson had begun a relationship with Ipswich man Rick Gluyas in 1994. Gluyas encouraged her to run as a candidate in the 1994 Ipswich City Council election, in which he also ran. Both were elected. Hanson and Gluyas ended their relationship some time after this, with Hanson retaining the home and property they had owned jointly at Coleyville, near Ipswich.


title: Pauline Hanson

text: In 1996, Hanson began a relationship with David Oldfield. In 2000, all of Hanson's relations with Oldfield ended when he was dismissed from Pauline Hanson's One Nation.


title: Pauline Hanson

text: In 2005, Hanson began a relationship with Chris Callaghan, a country music singer and political activist. He wrote and composed the song "The Australian Way of Life", which was used in Hanson's 2007 campaign for the Australian Senate, under her new United Australia Party. In 2007, Hanson revealed that she and Callaghan were engaged. However, in 2008, Hanson broke off the relationship.


title: Pauline Hanson

text: In 2011, while campaigning for the New South Wales Legislative Council, Hanson began a relationship with property developer and real estate agent Tony Nyquist.


title: Pauline Hanson

text: A 1999 civil suit reached the Queensland Court of Appeal in 2000 involving disgruntled former One Nation member Terry Sharples and led to a finding of fraud when registering One Nation as a political party, Hanson faced bankruptcy and made an appeal to supporters for donations.


title: Pauline Hanson

text: On 20 August 2003, a jury in the District Court of Queensland convicted Hanson and David Ettridge of electoral fraud. Both Hanson and Ettridge were sentenced to three years imprisonment for falsely claiming that 500 members of the Pauline Hanson Support Movement were members of the political organisation Pauline Hanson's One Nation to register that organisation in Queensland as a political party and apply for electoral funding. Because the registration was found to be unlawful, Hanson's receipt of electoral funding worth $498,637 resulted in two further convictions for dishonestly obtaining property, each with three-year sentences, to run concurrently with the first. The sentence was widely criticised in the media and by some politicians as being too harsh.


title: Pauline Hanson

text: The prime minister, John Howard, said that it was "a very long, unconditional sentence" and Bronwyn Bishop said that Hanson was a political prisoner, comparing her conviction with Robert Mugabe's treatment of Zimbabwean opponents. The sentence was widely criticised in the media as being too harsh.


title: Pauline Hanson

text: On 6 November 2003, delivering judgment the day after hearing the appeal, the Queensland Court of Appeal quashed all of Hanson and Ettridge's convictions. Hanson, having spent 11 weeks in jail, was immediately released along with Ettridge. The court's unanimous decision was that the evidence did not support a conclusion beyond reasonable doubt that the people on the list were not members of the Pauline Hanson's One Nation party and that Hanson and Ettridge knew this when the application to register the party was submitted. Accordingly, the convictions regarding registration were quashed. The convictions regarding funding, which depended on the same facts, were also quashed. This decision did not specifically follow the Sharples case, where the trial judge's finding of such fraud had not been overturned in the appeal by Hanson and Ettridge. That case was distinguished as a civil suit – in administrative law, as to the validity of the decision by Electoral Commissioner O'Shea to register the party – in which proof had been only on the balance of probabilities. Chief Justice Paul de Jersey, with whom the other two judges agreed overall, suggested that if Hanson, Ettridge and especially the Office of the Director of Public Prosecutions had used better lawyers from the start, the whole matter might not have taken so long up to the appeal hearing, or might even have been avoided altogether. The Court of Appeal president, Margaret McMurdo, rebuked many politicians, including John Howard and Bronwyn Bishop MHR. Their observations, she said, demonstrated at least "a lack of understanding of the Rule of Law" and "an attempt to influence the judicial appellate process and to interfere with the independence of the judiciary for cynical political motives", although she praised other leading Coalition politicians for accepting the District Court's decision.


title: Pauline Hanson

text: In 2004, Hanson appeared in multiple television programs such as "Dancing with the Stars", "Enough Rope", "Who Wants to Be a Millionaire" and "This is Your Life".


title: Pauline Hanson

text: Following her successful relaunch of Pauline Hanson's One Nation party at the 2016 federal Senate election, with four senators elected, including herself, a documentary was made by the Special Broadcasting Service (SBS) entitled ""


title: Pauline Hanson

text: On 14 February 2019, Hanson was accused of sexually harassing fellow Senator Brian Burston. Burston claimed that Hanson "rubbed her fingers up my spine" in an incident that occurred in 1998, and propositioned him after he was elected in 2016. In court it arose Hanson also sent a "malicious" text message to Burston's wife claiming he was infatuated with another staff member. Hanson has denied the claims of sexual harassment.


title: Pauline Hanson

text: Soon after her election to Parliament, Hanson's book "Pauline Hansonthe Truth: on Asian immigration, the Aboriginal question, the gun debate and the future of Australia" was published. In it she makes claims of Aboriginal cannibalism, in particular that Aboriginal women ate their babies and tribes cannibalised their members. Hanson told the media that the reason for these claims of cannibalism was to "demonstrate the savagery of Aboriginal society".


title: Pauline Hanson

text: David Ettridge, the One Nation party director, said that the book's claims were intended to correct "misconceptions" about Aboriginal history. These alleged misconceptions were said to be relevant to modern-day Aboriginal welfare funding. He asserted that "the suggestion that we should be feeling some concern for modern day Aborigines for suffering in the past is balanced a bit by the alternative view of whether you can feel sympathy for people who eat their babies". The book predicted that in 2050 Australia would have a lesbian president of Chinese-Indian background called Poona Li Hung who would be a cyborg. In 2004, Hanson said that the book was "written by some other people who actually put my name to it" and that, while she held the copyright in the book, she was unaware that much of the material was being published under her name.


title: Pauline Hanson

text: In 2018, Hanson and Tony Abbott launched a collection of Hanson's speeches, "Pauline: In Her Own Words", compiled by journalist Tom Ravlic.


title: Pauline Hanson

text: Aboriginal artist Karla Dickens represented Hanson in a collage entitled "Clown Nation" which included Hanson's photograph, in a series called "A Dickensian Country Show". It was shown in the 2020 Adelaide Biennial of Australian Art at the Art Gallery of South Australia, an exhibition titled "Monster Theatres".


title: Tyler, Texas

text: Tyler is a city in the U.S. state of Texas and the largest city and county seat of Smith County. It is also the largest city in Northeast Texas. With a 2020 census population of 105,995, Tyler was the 33rd most populous city in Texas and 299th in the United States. It is the principal city of the Greater Tyler metropolitan statistical area, which is the 198th most populous metropolitan area in the U.S. and 16th in Texas after Waco and the College Station–Bryan areas, with a population of 233,479 in 2020.


title: Tyler, Texas

text: The city is named for John Tyler, the tenth President of the United States. In 1985, the international Adopt-a-Highway movement began in Tyler. After appeals from local Texas Department of Transportation officials, the local Civitan International chapter adopted a two-mile (three kilometer) stretch of U.S. Route 69 to maintain. Drivers and other motorists traveling on this segment of U.S. 69 (between Tyler and nearby Lindale) will see brown road signs that read, "First Adopt-A-Highway in the World".


title: Tyler, Texas

text: Tyler is known as the "Rose Capital of America" (also the "Rose City" and the "Rose Capital of the World"), a nickname it earned from a long history of rose production, cultivation, and processing. It is home to the largest rose garden in the United States, a 14-acre public garden complex that has over 38,000 rose bushes of at least 500 different varieties. The Tyler Rose Garden is also home to the annual Texas Rose Festival which attracts thousands of tourists each October.


title: Tyler, Texas

text: As Northeast Texas and Smith County's major economic, educational, financial, medical and cultural hub, Tyler is host to more than 20,000 higher-education students; the University of Texas at Tyler; a university health science center; and regional hospital systems. It is also the headquarters for Brookshire Grocery Company, Cavender's, Southside Bank, and Synthesizers.com. Other corporations with major presence within the city and surrounding area include AT&T, T-Mobile US, Cricket Wireless and Metro by T-Mobile, Chase Bank, BBVA, Best Buy, and Walmart. Tyler is also home to the Caldwell Zoo and Broadway Square Mall.


title: Tyler, Texas

text: Legal recognition of Tyler was initiated by an act of the state legislature on 11 April 1846. The Texas government created Smith County and authorized a county seat.


title: Tyler, Texas

text: The first plat designated a 28-block town site centered by a main square within a tract acquired by Smith County on 6 February 1847. The new town was named for President John Tyler, who advocated for the annexation of Texas by the United States. A log building on the square's north side served as a courthouse and public meeting hall until a brick courthouse displaced it in . On 29 January 1850, Tyler was incorporated. Early religious and social institutions included the First Baptist church and a Methodist church, a Masonic lodge and an Odd Fellows lodge, and Tyler's first newspaper.


title: Tyler, Texas

text: Though Tyler's early economy from – was based on agriculture, it was also well-diversified during this period. Logging was a second major industry, while complementary manufacturing included metalworking, milling wood, and leather tanning. As the seat of Smith County, the town also benefited from government activity. The local agricultural economy relied on slave labor before the Civil War. In 1860, the population of enslaved people in Smith County was 4,982, the 4th most in east Texas.


title: Tyler, Texas

text: By 1860, Tyler held over 1,000 enslaved persons, which represented 35 percent of the town's population. There was strong support for secession and the Confederacy within Tyler, as a high percentage of its residents voted for secession and many of its men joined the Confederate Army. The town was secure enough for the Confederate States of America to establish the largest ordinance plant in Texas. In 1870, Bonner and Williams established Tyler's first bank. Though both the Texas and Pacific Railroad and the International Railroad (Texas) eschewed routes through Tyler, the town gained an important rail connection when the Houston and Great Northern built a branch line in 1874.


title: Tyler, Texas

text: Toward the end of the nineteenth century, fruit orchards emerged as an important business in the regional economy. Eighty percent of the county's agricultural revenue derived from cotton as it persisted as the dominant crop in the first decades of the twentieth century. Peaches were the principal fruit crop as the county fruit tree inventory surpassed one million by 1900. Disease struck the peach trees, though, and local farmers moved toward growing roses by the 1920s. Twenty years later, most of the U.S. rose supply originated in the Tyler area.


title: Tyler, Texas

text: On 29 October 1895, an African American suspect named Robert Henry Hillard was burned at the stake in the Smith County Courthouse Square for the alleged murder of a nineteen-year-old white woman. Denied a trial and due process, Hillard was taken from law enforcement personnel by a white mob. Hillard's executioners were never punished. Later, two entrepreneurs combined photographs from the actual lynching with others staged with actors and sold the 16-image production as a stereographic set. One of the original sets sits in the United States Library of Congress.


title: Tyler, Texas

text: In 1912, Dan Davis, an African-American man suspected of attacking a sixteen-year-old white girl named Carrie Johnson, was burned at the stake in the Smith County Courthouse Square.


title: Tyler, Texas

text: In , the University of Texas system established the University of Texas at Tyler and Broadway Square Mall opened in . By 1980, the population grew to 70,508 and the Roman Catholic Diocese of Tyler and East Texas Islamic Society were established in the following years.


title: Tyler, Texas

text: During the 2010 East Texas church burnings, two Tyler churches were destroyed, and historic preservation city planning began in 2016 as the population increased and the city continued development.


title: Tyler, Texas

text: Tyler is located at and is above sea level. The city of Tyler is in the Southern United States, in Northeast Texas. It is sometimes considered part of the wider Ark-La-Tex region where Arkansas, Louisiana, and Texas meet. The city is approximately from Longview; from Marshall; from Dallas; from Texarkana; from the state capital of Austin; and from Shreveport, Louisiana.


title: Tyler, Texas

text: Tyler is the county seat of Smith County, and is surrounded by many suburban communities, including Whitehouse, Lindale, New Chapel Hill, Bullard, Edom, Brownsboro, Kilgore, Flint, and Chandler. According to the United States Census Bureau, the city has an area of , of which is land and is covered by water. Tyler is the principal city of the Greater Tyler metropolitan area, and a principal city in the Tyler–Longview area, a conurbation of the Tyler and Longview metropolitan and combined statistical areas.


title: Tyler, Texas

text: Tyler has a modest skyline and downtown area. Its downtown has a unique rustic architecture, mainly in Art Deco and neoclassical styles. Many architectural structures in central Tyler date from the 19th and early 20th centuries. Modernist and postmodernist era structures are also present throughout the cityscape.


title: Tyler, Texas

text: Central Tyler is anchored by Brick Streets Historic District and Charnwood Residential Historic District, areas characterized by dense retail, restaurants, nightlife, and historic landmarks. Brick Streets Historic District is the largest geographic area of Tyler. It encompasses 29 blocks and primarily consists of buildings constructed in the 1900s. The district area is predominantly residential though it sometimes serves as a mix-use district. Brick Streets Historic District has brick-paved streets and stone-lined drainage channels. Nearby, Charnwood is Tyler's first historic district. It comprises 12 blocks of late 19th and early 20th century architecture.


title: Tyler, Texas

text: Tyler experiences weather typical of East Texas, which is unpredictable, especially in the spring. All of East Texas has the humid subtropical climate typical of the American South.


title: Tyler, Texas

text: Severe thunderstorms with heavy rain, hail, damaging winds and tornadoes occur in the area during the spring and summer months. Summer months are hot and humid, with maximum temperatures exceeding an average of 91 days per year, with high to very high relative average humidity.


title: Tyler, Texas

text: The record high for Tyler is , which occurred in . The record low for Tyler is , which occurred on 18 January 1930 and again on 16 February 2021 during the February 2021 North American cold wave.


title: Tyler, Texas

text: With a population of 2,423 at the 1880 United States census, the city of Tyler grew to become the most populous city in Northeast Texas, and 33rd most populous in Texas as of 2020. Having a census-tabulated citywide population of 105,995 at the 2020 census, its metropolitan statistical area became the largest in the region, followed by the Longview metropolitan area. The Tyler metropolitan area had 233,479 residents in 2020, and the Tyler–Longview area had an estimated population of 371,015 in 2018. When the U.S. Census Bureau released population estimates for 2021, Tyler was estimated to have a population of 107,192 as of July 1, 2021.


title: Tyler, Texas

text: Among the city's growing population, there were 46,320 households and 43,733 housing units. Of the units at the 2019 American Community Survey, 37,504 were occupied and the majority were single-unit detached homes. Tylerites had a home-ownership rate of 51.7%, and renters occupied 48.3% of the housing units from 2014 to 2019's census estimates. Owner-occupied housing units had a median cost of $164,700, and the median cost with a mortgage was $1,408 while houses without a mortgage had a median cost of $487; renters paid a median of $1,011 a month, and 1,148 rental-units had no rent paid among the population. Overall, the city of Tyler is more affordable than nearby Dallas.


title: Tyler, Texas

text: A predominantly middle-class community, the city of Tyler had a median income of $52,294 and mean income of $75,349. Families had a median income of $66,579; married-couple families $85,181; and non-family households $32,263. Down from a poverty rate of 16.7% in 2018, approximately 12.6% of the population lived at or below the poverty line in 2019.


title: Tyler, Texas

text: As of the 2020 United States census, there were 105,995 people, 37,114 households, and 23,081 families residing in the city. According to the United States Census Bureau, the city has also diversified from being historically dominated by non-Hispanic whites to being increasingly multiracial. Immigration and white flight over the 20th century have contributed significantly to this area's demographic readjustment. At the 2010 United States census, 60.5% of the population identified as White Americans; by the 2018 American Community Survey, they made up an estimated 49.4% of the total population. Since the 2020 census, Black and African Americans, Asian Americans, multiracial Americans, and people of some other racial or ethnic identity increased to form a total of 55,210 residents against the city's 50,785 non-Hispanic whites. At least 24,023 Tylerites were Hispanic or Latino American of any race as of 2020.


title: Tyler, Texas

text: Sperling's BestPlaces determined 73.2% of Tylerites and the surrounding area identified as religious or spiritual as of 2020. As part of the Bible Belt, Protestant Christianity is the largest religious group, followed by Roman Catholic Christianity. According to the study, 31.1% of Tylerite Christians identified as Baptist, primarily affiliated with the Texas Baptists, Southern Baptist Convention, National Baptist Convention, USA, Inc, National Baptist Convention of America, and Full Gospel Baptist Church Fellowship. The Roman Catholic community of Tyler and its metropolitan area have been primarily served by the Roman Catholic Diocese of Tyler. Following, 6.6% of the population were Methodists, mainly affiliated with the United Methodist Church and African Methodist Episcopal Church.


title: Tyler, Texas

text: Pentecostals formed the fourth-largest Christian group in Tyler (5.2%) and the largest Pentecostal bodies within the area as of 2020 are the Assemblies of God USA and the United Pentecostal Church, prominent Trinitarian and Oneness Pentecostal denominations. An estimated 1.2% of the religiously affiliated population were Latter-day Saints. Of the Christian population, 0.9% identified as Anglicans or Episcopalians, 0.7% Presbyterian, and 0.6% Lutheran. Roughly 13.6% of Tylerites are of another Christian faith including the Eastern Orthodox Church and Jehovah's Witnesses.


title: Tyler, Texas

text: The Anglican or Episcopalian community are divided between the Episcopal Church in the United States and Anglican Church in North America. The Episcopal Church USA-affiliated Episcopal Diocese of Texas has congregations in Tyler. The Anglican Church in North America also has congregations in Tyler and its metropolitan area. The Diocese of Mid-America is the ACNA's diocese in Tyler, consisting of one church as of 2020. This diocese is also a member of the Reformed Episcopal Church. Presbyterian and Lutheran bodies operating in the area include the Presbyterian Church (USA) and Presbyterian Church in America, and the Lutheran Church (Missouri Synod) and North American Lutheran Church. The Eastern Orthodox community is served by the Orthodox Church in America's Diocese of the South with its headquarters in nearby Dallas.


title: Tyler, Texas

text: Per Sperling's BestPlaces, approximately 0.1% of the city's population affiliated with Judaism compared to the state average of 0.2%, and 0.4% of the area identified as Muslims. The area's Islamic community is affiliated with the East Texas Islamic Society.


title: Tyler, Texas

text: In addition to the city's role in the rose-growing industry, Tyler is the headquarters for Brookshire Grocery Company, which operates Brookshire's, Fresh, Super 1 Foods, and Spring Market supermarkets in the Ark-La-Tex and parts of Dallas–Fort Worth. The company's main distribution center is in south Tyler, while SouthWest Foods, a subsidiary that processes dairy products, is just northeast of the city.


title: Tyler, Texas

text: The city and metropolitan area also has a growing manufacturing sector including: Tyler Pipe, a subsidiary of McWane Inc. that produces soil and utility pipe products; Trane Technologies Inc., formerly a unit of American Standard Companies, which manufactures air conditioners and heat pumps (this plant was originally built in 1955 by General Electric); Delek Refining, an Israeli-owned oil refinery formerly La Gloria Oil and Gas Co (a Crown Central Petroleum subsidiary); PCSFerguson, an operating company of Dover Corporation that specializes in equipment for the measurement and production of natural gas using the plunger lift method; DYNAenergetics Tyler Distribution Center, part of DYNAenergetics USA, which manufactures perforating equipment and explosives for the oil and gas industry; and Vesuvius USA, a manufacturer of refractory ceramics used in the steel industry.


title: Tyler, Texas

text: According to the city's 2012–2013 Comprehensive Annual Financial Report, the city's top ten employers were:


title: Tyler, Texas

text: Annually, the Texas Rose Festival draws thousands of tourists to Tyler. The festival, which celebrates the role of the rose-growing industry in the local economy, is held in October and features a parade, the coronation of the Rose Queen, and other civic events. The Rose Museum features the history of the Festival. Tyler is also home to Caldwell Zoo, several local museums, Lake Palestine, Lake Tyler, and numerous golf courses and country clubs. A few miles away in Flint, Texas is The WaterPark @ The Villages, a year-round, indoor water park.


title: Tyler, Texas

text: There is also an "Azalea Trail" in Tyler, which consists of two officially designated routes within the city that showcase homes or other landscaped venues adorned with azalea shrubs. The Azalea Trail also is home to the long-standing tradition of the Azalea Belles. The official greeters of the Azalea Trail are known as the Azalea Belles, young women from the Tyler area who dress in antebellum gowns. The belles are chosen each year from area high schools or home school families.


title: Tyler, Texas

text: Tyler State Park, a few miles north of the city limits, attracts visitors with opportunities to camp, canoe, and paddle boat on the lake. Other available pastimes include picnicking, boating (motors allowed – 5 mph speed limit), boat rentals, fishing, birding, hiking, mountain biking, hiking trails, lake swimming (in unsupervised swimming area), and nature study.


title: Tyler, Texas

text: The Smith County Historical Society operates a museum and archives in the old Carnegie Library. The East Texas State Fair is held annually in Tyler. Harvey Convention Center, the largest building at Tyler's fairgrounds is slated for demolition in August 2021. Lake Tyler was the location of the HGTV Dream Home contest in 2005. The house helped to boost tourism and interest in the community and surrounding areas. It was subsequently sold at public auction in January 2008, for .


title: Tyler, Texas

text: Individuals and business firms dedicated to discovering, collecting, and preserving data, records, and other items relating to the history of Smith County, Texas, founded The Smith County Historical Society, a 501(c)(3) non-profit organization, in 1959. The society operates a museum and archives in the former Carnegie Public Library building in downtown Tyler. Permanent museum exhibits include life-size dioramas of Smith County history, with topics ranging from the Caddo Indians to the 20th century.


title: Tyler, Texas

text: Other items from the society's collections are showcased in revolving, temporary exhibits. The society's archival library contains historical artifacts of Smith County, including newspapers, city directories, school records, photographs, maps, historical papers, and rare books. The archives are open to the public for research on a limited schedule with volunteer staff on duty. The society is also the official caretaker of Camp Ford Historic Park.


title: Tyler, Texas

text: Camp Ford was the largest Confederate Prisoner of War camp west of the Mississippi River during the American Civil War. The original site of the camp stockade is a public historic park managed by the Smith County Historical Society. The park contains a kiosk, paved trail, interpretive signage, a cabin reconstruction, and a picnic area. It is on Highway 271, north of Loop 323.


title: Tyler, Texas

text: According to the city's 2009 Comprehensive Annual Financial Report, the city's various funds had $87.7 million in revenues, $101.7 million in expenditures, $49.2 million in total assets, $12.3 million in total liabilities, and $17.6 million in cash in investments.


title: Tyler, Texas

text: The Northeast Texas Public Health District is a political subdivision under the State of Texas established by the City of Tyler and Smith County. In place for nearly 70 years, the Health District became a separate entity in 1994, with an administrative Public Health Board. With a stated vision "To be the Healthiest Community in Texas", the district has a full-time staff of over 130 employees. The Health District has a broad range of services and responsibilities dedicated to their mission: "To Protect, Promote, and Provide for the Health of Our Community."


title: Tyler, Texas

text: Tyler is represented in the Texas Senate by Republican Bryan Hughes, District 1, and in the Texas House of Representatives by Republican Matt Schaefer, District 6. The Texas Twelfth Court of Appeals is in Tyler. The Texas Department of Criminal Justice operates the Region I Parole Division Office and the Tyler District Parole Office in Tyler.


title: Tyler, Texas

text: The two U.S. senators from Texas are Republicans John Cornyn and Ted Cruz. Tyler is part of Texas's 1st congressional district, which is currently represented by Republican Louie Gohmert. The United States Postal Service operates several post offices in Tyler, including Tyler, Azalea, Southeast Crossing, and the South Tyler Annex.


title: Tyler, Texas

text: Tyler's higher education institutions include the University of Texas at Tyler and the University of Texas Health Center at Tyler, both part of the University of Texas System, as well as Texas College, the city's only HBCU, and Tyler Junior College.


title: Tyler, Texas

text: Public primary and secondary education for much of the city is provided by the Tyler Independent School District, which includes high schools Tyler High School (previously known as John Tyler High School) and Tyler Legacy High School (previously known as Robert E. Lee High School), as well as Tyler ISD Early College High School, Premier High School of Tyler, a public charter school (Cumberland Academy). Several Tyler schools offer international baccalaureate and advanced placement programs.


title: Tyler, Texas

text: Tyler is also home to the University of Texas at Tyler University Academy at Tyler, a K–12 public charter operated by the University of Texas at Tyler since 2012 that offers university courses to students in grades 9–12.


title: Tyler, Texas

text: Portions of incorporated Tyler are served by surrounding school districts. These include sections of southeast Tyler, served by the Whitehouse Independent School District, and some sections in the east which are served by the chapel Hill Independent School District.


title: Tyler, Texas

text: There are also private schools in Tyler, including Grace Community School (Texas), All Saints Episcopal School, Seventh-day Adventist Church School, King's Academy Christian School, Kingdom Life Academy (in the same building but not affiliated with King's Academy), Christian Heritage School, East Texas Christian Academy, and Good Shepherd Reformed Episcopal School. The Brook Hill School in nearby Bullard, TX is also served by the Tyler Independent School District. The Tyler Catholic School System of the Catholic Diocese of Tyler consists of St. Gregory Cathedral School and Bishop Thomas K. Gorman Regional Catholic Middle and High School.


title: Tyler, Texas

text: Hospitals in Tyler include UT Health Tyler, Trinity Mother Frances Health System, UT Health North Campus Tyler, and Texas Spine & Joint Hospital. There are also many clinics including the Direct Care Clinic.


title: Tyler, Texas

text: The most common form of transportation is the motor vehicle. Tyler is a nexus of several major highways. Interstate 20 runs along the north edge of the city going east and west, U.S. Highway 69 runs north–south through the center of town and State Highway 64 runs east–west through the city. Tyler also has access to U.S. Highway 271, State Highway 31, State Highway 155, and State Highway 110. Loop 323 was established in 1957 and encircles the city, which has continued to grow outside of this loop. Loop 49 is a limited access "outer loop" around the city and currently runs from State Highway 110 south of Tyler to US 69 northwest of Tyler near Lindale. Loop 124 is in length.


title: Tyler, Texas

text: Tyler Transit provides customers with public transportation service within the City of Tyler. The buses run daily, excluding Sundays and holidays. Tyler Transit offers customers the option to purchase tickets, tokens, or passes at the Tyler Transit office, at 210 E. Oakwood Street inside the Cotton Belt Railroad Depot at the main transfer point. The City of Tyler paratransit service is a shared-ride, public transportation service. Requests for service must be made the day before the service is needed. Trips can be scheduled up to 14 days in advance. ADA compliant paratransit service is provided to all origins and destinations within the service area defined as the city limits of Tyler. Greyhound Lines bus service is available through a downtown terminal.


title: Tyler, Texas

text: Tyler Pounds Regional Airport offers service to and from Dallas–Fort Worth International Airport and Denver International Airport via American Eagle and Frontier, respectively. While American Eagle provides service with Embraer ERJ-135 and ERJ-145 regional jets, Frontier operates with Airbus A320 mainline jet aircraft, Europe's own equivalent to the Boeing 737. General Aviation services are provided by two fixed-base operators, Johnson Aviation and the Jet Center of Tyler.


title: Tyler, Texas

text: Tyler was the hub for a series of short-line railroads which later evolved into the St. Louis Southwestern Railway, better known as "The Cotton Belt Route," with the city last being a stop on the unnamed successor to the "Morning Star" between St. Louis and Dallas. This line later became part of the Southern Pacific Railroad, which itself merged with the Union Pacific Railroad, which continues to serve the city today with freight traffic. No passenger train service to Tyler has occurred since April 1956, but Amtrak's "Texas Eagle" runs through the city of Mineola, a short distance north of Tyler.


title: Tyler, Texas

text: A 2014 study by Walk Score ranked Tyler with a walkability score of 32 (out of 100) with some amenities within walking distance.


title: Philip Kaufman

text: Philip Kaufman (born October 23, 1936) is an American film director and screenwriter who has directed fifteen films over a career spanning more than six decades. He has been described as a "maverick" and an "iconoclast," notable for his versatility and independence. He is considered an "auteur" whose films have always expressed his personal vision.


title: Philip Kaufman

text: Kaufman's works have included genres such as realism, horror, fantasy, erotica, Westerns, underworld crime, and inner city gangs. His choice of topics has been eclectic and sometimes controversial, having adapted novels with diverse themes and stories. Examples are Milan Kundera's "The Unbearable Lightness of Being" (1988), Michael Crichton's "Rising Sun" (1993), a remake of "Invasion of the Body Snatchers" (1978), and the erotic writings of Anaïs Nin's "Henry & June" (1990). His film "The Wanderers" (1979) has achieved cult status. His greatest success was Tom Wolfe's true-life "The Right Stuff" (1983), which received eight Academy Award nominations, including Best Picture.


title: Philip Kaufman

text: According to film historian Annette Insdorf, "no other living American director has so consistently and successfully made movies for adults, tackling sensuality, artistic creation, and manipulation by authorities." Other critics note that Kaufman's films are "strong on mood and atmosphere," with powerful cinematography and a "lyrical, poetic style" to portray different historic periods. His later films have a somewhat European style, but the stories always "stress individualism and integrity, and are clearly American."


title: Philip Kaufman

text: Kaufman was born in Chicago in 1936, the only son of Elizabeth (Brandau), a housewife, and Nathan Kaufman, a produce businessman. He was the grandson of German Jewish immigrants. One of his grammar and high school friends was William Friedkin, who also became a director. He developed an early love of movies and during his youth he would often go to double features.


title: Philip Kaufman

text: He attended the University of Chicago where he received a degree in history, and then enrolled at Harvard Law School where he spent a year. He returned to Chicago for a postgraduate degree, hoping to become a professor of history.


title: Philip Kaufman

text: Before graduating Kaufman became involved in the counterculture movement and in 1960 moved to San Francisco. He took various jobs there, including postal worker, and befriended a number of influential people, such as writer Henry Miller. He and his wife then decided to travel and live in Europe for a while where he would teach. After spending time working on a kibbutz in Israel, he taught English and math for two years in Greece and Italy. During his travels he also met author Anaïs Nin, whose relationship with her lover, Henry Miller, later became the inspiration and subject for Kaufman's film "Henry and June" (1990).


title: Philip Kaufman

text: He met Saugus, Massachusetts-born Rose Fisher in 1957, when he was 21 and she was 18, and both were undergraduates at the University of Chicago. A year later, in 1958, they married. They had one son, Peter. Rose Kaufman was also a screenwriter and had bit roles in two of her husband's films. After backpacking in Europe with his wife and their young son, they returned to the United States. His time in Europe heavily influenced Kaufman's decision to become a filmmaker, when he and his wife would wander into small movie theaters showcasing the works of experimental new filmmakers such as John Cassavetes and Shirley Clarke, among others. He recalls the effect of being exposed to those filmmakers as the "start of something new" which would later inspire the European flavor of many of his films: "I could feel the cry of America, the sense of jazz ... So I came back to Chicago in 1962 and set about trying to learn as much as I could, seeing every foreign movie I could."


title: Philip Kaufman

text: Kaufman returned to Chicago, ready to make his first feature film. He went around town looking for funding for his directorial debut, "Goldstein" (1964), co-written and co-directed with Benjamin Manaster. Kaufman initially conceived of the story in an unfinished novel, but at the urging of Anaïs Nin he then made it into a "mystical comedy" film. It was inspired by a story from Martin Buber's "Tales of the Hasidim", and was filmed on location in Chicago with a cast composed of local actors from The Second City comedy troupe.


title: Philip Kaufman

text: Two years later, Kaufman went on to direct "Fearless Frank" (1967), a comic book/counterculture fable, which he wrote, produced, and directed. It costarred Jon Voight in his film debut. Kaufman spent four years trying to find a distributor, but the film was a box-office failure when it finally played. While the movie didn't gain as much attention as "Goldstein", it did help Kaufman land a contract in Universal Studios' Young Directors Program in 1969.


title: Philip Kaufman

text: In 1972, Kaufman wrote and directed "The Great Northfield Minnesota Raid" starring Robert Duvall as Jesse James, in what was his first commercial film after the previous two independent ones. He spent a lot of time researching the real life characters when writing the screenplay, although the film took some liberties portraying some of the factual details. The "Los Angeles Times" wrote that "Kaufman is not an angry revisionist, but seems to be trying to tell it like it must have been, with an amused detachment, which sees the events as something close to an absurd spectacle."


title: Philip Kaufman

text: Kaufman directed "The White Dawn" in 1974, a drama based on the novel of the same name by James Houston. Shot in documentary style, a story about whalers, played by Warren Oates, Louis Gossett Jr., and Timothy Bottoms, stranded in the Arctic at the turn of the century. To survive they battle polar bears and take advantage of the Eskimos who had originally saved them.


title: Philip Kaufman

text: Kaufman wrote and began directing "The Outlaw Josey Wales" (1976) but was fired as director after disagreements with its star Clint Eastwood who then directed the film himself. Before filming began, Eastwood felt the screenplay needed more suspense and hired Kaufman to polish the story. He also thought Kaufman would be a good choice to direct, after being impressed by the realism he created in "White Dawn". Critic David Thomson explains that Eastwood was later bothered by the number of takes Kaufman wanted, which Eastwood considered a waste of time and expense.


title: Philip Kaufman

text: Kaufman directed the science fiction thriller, "Invasion of the Body Snatchers" in 1978, which became his first box office hit. It was a remake of the 1956 version. In this version, Kaufman moved the setting to San Francisco and recreated the alien threat as more a horror film than science fiction, and in a way that was disturbing, humorous, and believable. Critic Pauline Kael said "It may be the best movie of its kind ever made."


title: Philip Kaufman

text: In 1979, he directed "The Wanderers", based on comic novel by Richard Price. The direction of the film illustrated Kaufman's mastery of genre quite different from his previous films. It's the story of a benign Italian gang of teenagers in the Bronx of 1963, with Ken Wahl and Karen Allen. It was Wahl's debut film, and Allen's second role, and the film has become a cult favorite.


title: Philip Kaufman

text: In 1981, Kaufman became involved with the first Indiana Jones film, "Raiders of the Lost Ark", for which he received story credit. The character of Indiana Jones was created by George Lucas and Kaufman came up with the story about the pursuit of the Ark of the Covenant.


title: Philip Kaufman

text: In 1983, Kaufman directed and wrote the screenplay for the critically acclaimed film, "The Right Stuff", an adaptation of the best-selling book of the same name by Tom Wolfe. The story is based on the events and lives of the original test pilots who were selected to become the first U.S. astronauts. The film helped launch or boost the careers of numerous little-known actors, including Ed Harris, Scott Glenn, Fred Ward and Dennis Quaid.


title: Philip Kaufman

text: "The Unbearable Lightness of Being" was directed and co-written by Kaufman in 1988. The film is based on the novel by Milan Kundera which takes place during the Soviet invasion of Czechoslovakia in 1968. Kaufman was nominated for an Academy Award for Best Adapted Screenplay.


title: Philip Kaufman

text: In 1990, he wrote and directed "Henry & June", a re-creation of the affairs among and between Henry Miller, June Miller, and Anais Nin in 1931 Paris. The film created some controversy when it was released. It was the first film to be given an NC-17 rating by the MPAA.


title: Philip Kaufman

text: Kaufman directed "Rising Sun" in 1993, an adaptation of Michael Crichton's thriller which takes place in Los Angeles. The film starred Sean Connery and Wesley Snipes. Crichton angrily withdrew early on as a result of Kaufman softening the book's more anti-Japan posturing.


title: Philip Kaufman

text: In 2000, Kaufman directed "Quills", a satirical thriller film about the increasingly desperate efforts of the Marquis de Sade's jailers to censor his licentious works, starring Geoffrey Rush, Joaquin Phoenix, Kate Winslet and Michael Caine.


title: Philip Kaufman

text: In 2003, he directed "Twisted", a thriller about a young policewoman whose casual sex partners are murdered while she herself suffers alcoholic blackouts. It starred Ashley Judd, Samuel L. Jackson and Andy Garcia.


title: Philip Kaufman

text: In 2012, eight years after his previous film, Kaufman directed an HBO biopic about Ernest Hemingway and his relationship with Martha Gellhorn entitled "Hemingway & Gellhorn". It starred Clive Owen and Nicole Kidman. The film had been planned for many years, but languished as a project so he could care for Rose, who was fighting a cancer which would prove terminal. Kidman read the script and told him, "I want to do it ... no matter how long it takes. I'm in." The film was nominated for 15 Primetime Emmy Awards, including one for Kaufman for Outstanding Directing for a Miniseries, Movie, or Dramatic Special.


title: Philip Kaufman

text: Kaufman lives in San Francisco, where he also runs his production company, Walrus and Associates. Kaufman's wife Rose Kaufman (March 30, 1939 – December 7, 2009), who made appearances in bit roles in "Henry & June" and "Invasion of the Body Snatchers", died in San Francisco, aged 70, from cancer. She co-wrote the screenplays of "The Wanderers" and "Henry & June". Their son Peter Kaufman was the producer of "Henry & June", "Rising Sun", "Quills", "Twisted", and "Hemingway & Gellhorn". Peter Kaufman is married to Nancy Pelosi's daughter Christine Pelosi.


title: Air India fleet

text: Air India operate a fleet of both narrow body and widebody aircraft with a fleet composed of Airbus A319, A320, A320neo, A321 as well as Boeing 777 and Boeing 787, making for a total of 112 aircraft.


title: Air India fleet

text: In 1932, Air India started operations with a de Havilland Puss Moth. It inducted its first Boeing 707-420 named "Gauri Shankar" (registered "VT-DJJ"), thereby becoming the first Asian airline to induct a jet aircraft in its fleet and on 4 August 1993, Air India took the delivery of its first Boeing 747-400 named "Konark" (registered "VT-ESM"). Apart from the Boeing aircraft, Air India also operates a wide range of Airbus aircraft. In 1989, Indian Airlines introduced the Airbus A320-200 aircraft, which Air India now uses to operate both domestic and international short haul flights. In 2005, Indian Airlines introduced smaller A319s, which are now used mainly on domestic and regional routes. After the merger in 2007, Air India inducted the biggest member of the A320 family, the A321, to operate mainly on international short haul and medium haul routes. At the same time, Air India leased Airbus A330s to operate on medium-long haul international routes. Currently Air India has many narrow body aircraft for domestic destinations like A320, A321 and A320 neo. Air India has also many wide body aircraft like Boeing 777-200LR, Boeing 777-300ER, Boeing 747-400 and Boeing 787-8 mainly for international destinations. Air India Express, a subsidiary of Air India has a fleet of 25 Boeing 737-800. On 17 June 2019, Air India grounded its last Airbus A320 classic fleet, which flown its last flight from Delhi to Mumbai.


title: Air India fleet

text: As a part of the financial restructuring, Air India sold five of its eight Boeing 777-200LR aircraft to Etihad Airways in December 2013. According to the airline, plans for introducing ultra-long flights with service to Seattle, San Francisco, and Los Angeles were cancelled due to factors like high fuel prices and weak demand. Air India flights to San Francisco have been resumed with more new international destinations. On 24 April 2014, Air India issued a tender for leasing 14 Airbus A320 aircraft for up to six years, to strengthen its domestic network. Air India has purchased many Boeing 787-8 dreamliners to strengthen international operations.


title: Indie game

text: An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. However, the "indie" term may apply to other scenarios where the development of the game has some measure of independence from a publisher even if a publisher helps fund and distribute a game, such as creative freedom. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games, and may explore the medium to produce unique experiences in art games. Indie games tend to be sold through digital distribution channels rather than at retail due to lack of publisher support. The term is synonymous with that of independent music or independent film in those respective mediums.


title: Indie game

text: Indie game development bore out from the same concepts of amateur and hobbyist programming that grew with the introduction of the personal computer and the simple BASIC computer language in the 1970s and 1980s. So-called bedroom coders, particularly in the United Kingdom and other parts of Europe, made their own games and used mail order to distribute their products, later shifting to other software distribution methods with the onset of the Internet in the 1990s such as shareware and other file sharing distribution methods, though by this time, interest in hobbyist programming had waned due to rising costs of development and competition from video game publishers and home consoles.


title: Indie game

text: The modern take on the indie game scene resulted in a combination of numerous factors in the early 2000s, including technical, economic, and social concepts that made indie games less expensive to make and distribute, but more visible to larger audiences and offered non-traditional gameplay from the current mainstream games. A number of indie games at that time became success stories that drove more interest into the area. New industry opportunities arose since then, including new digital storefronts, crowdfunding and other indie funding mechanisms to help new teams get their games off the ground, low-cost and open-source development tools available for smaller teams across all gaming platforms, boutique indie game publishers that leave creative freedom to the developers, and industry recognition of indie games alongside mainstream ones at major game award events.


title: Indie game

text: Around 2015, the increasing number of indie games being published led to fears of an "indiepocalypse", referring to an oversupply of games which would make the entire market unprofitable. Although the market did not collapse, discoverability remains an issue for most indie developers, with many games not being financially profitable. Examples of successful indie games include the "Touhou Project" series, "Cave Story", "Braid", "Super Meat Boy", "Minecraft", "Fez", "Shovel Knight", "Undertale", and "Cuphead".


title: Indie game

text: The term "indie game" itself is based on similar terms like independent film and independent music, where the concept is often related to self-publishing and independence from major studios or distributors. However, as with both indie films and music, there is no exact, widely accepted definition of what constitutes an "indie game" besides falling well outside the bounds of triple-A video game development by large publishers and development studios. One simple definition, described by Laura Parker for "GameSpot", says "independent video game development is the business of making games without the support of publishers", but this does not cover all situations. Dan Pearce of "IGN" stated that the only consensus for what constitutes an indie game is a "I know it when I see it"-type assessment, since no single definition can capture what games are broadly considered indie.


title: Indie game

text: Indie games generally share certain common characteristics. One method to define an indie game is the nature of independence, which can either be:


title: Indie game

text: Another means to evaluate a game as indie is to examine its development team, with indie games being developed by individuals, small teams, or small independent companies that are often specifically formed for the development of one specific game. Typically, indie games are "smaller" than mainstream titles. Indie game developers are generally not financially backed by video game publishers, who are risk-averse and prefer "big-budget games". Instead, indie game developers usually have smaller budgets, usually sourcing from personal funds or via crowdfunding. Being independent, developers do not have controlling interests or creative limitations, and do not require the approval of a publisher, as mainstream game developers usually do. Design decisions are thus also not limited by an allocated budget. Furthermore, smaller team sizes increase individual involvement.


title: Indie game

text: However, this view is not all-encompassing, as there are numerous cases of games where development is not independent of a major publisher but still considered indie. Some notable instances of games include:


title: Indie game

text: Yet another angle to evaluate a game as indie is from its innovation, creativity, and artistic experimentation, factors enabled by small teams free of financial and creative oversight. This definition is reflective of an "indie spirit" that is diametrically opposite of the corporate culture of AAA development, and makes a game "indie", where the factors of financial and creative independence make a game "independent". Developers with limited ability to create graphics can rely on gameplay innovation. This often leads to indie games having a retro style of the 8-bit and 16-bit generations, with simpler graphics atop the more complex mechanics. Indie games may fall into classic game genres, but new gameplay innovations have been seen. However, being "indie" does not imply that the game focuses on innovation. In fact, many games with the "indie" label can be of poor quality and may not be made for profit.


title: Indie game

text: Jesper Juul, an associate professor at The Royal Danish Academy of Fine Arts that has studied the video game market, wrote in his book "Handmade Pixels" that the definition of an indie game is vague, and depends on different subjective considerations. Juul classified three ways games can be considered indie: those that are financially independent of large publishers, those that are aesthetically independent and significantly different of the mainstream art and visual styles used in AAA games, and those that present cultural ideas that are independent from mainstream games. Juul however wrote that ultimately the labeling of a game as "indie" still can be highly subjective and no single rule helps delineate indie games from non-indie ones.


title: Indie game

text: Games that are not as large as most triple-A games, but are developed by larger independent studios with or without publisher backing and that can apply triple-A design principles and polish due to the experience of the team, have sometimes been called "triple-I" games, reflecting the middle ground between these extremes. Ninja Theory's "" is considered a prime example of a triple-I game. A further distinction from indie games are those considered double-A ("AA"), tending to be from mid to large-size studios ranging from 50 to 100 team members and larger than typically associated with indie games, that often work under similar practices as triple-A studios but still retain creative control of their titles from a publisher.


title: Indie game

text: Indie games are distinct from open source games. The latter are games which are developed with the intent to release the source code and other assets under an open source license. While many of the same principles used to develop open source games are the same as for indie games, open source games are not developed for commercial gain and instead as a hobbyist pursuit. However, commercial sales are not a requirement for an indie game and such games can be offered as freeware, most notably with "Spelunky" on its original release and "Dwarf Fortress" with exception of a planned enhanced visual front-end version while its base version will remain free.


title: Indie game

text: The onset of indie game development is difficult to track due to the broadness of what defines an indie game, and the term was not really in use until the early 2000s. Until the 2000s, other terms like amateur, enthusiast, and hobbyist software or games were used to describe such software. Today, terms like amateur and hobbyist development are more reflective of those that create mods for existing games, or work with specific technologies or game parts rather than the development of full games. Such hobbyists usually produce non-commercial products and may range from novices to industry veterans.


title: Indie game

text: There is some debate as to whether indie development started before PCs with games developed for mainframe computers at universities and other large institutions. Games such as 1963's "Spacewar!" were not commercially financed and were made by a small team, but there lacked a commercial sector of the video game industry at that time to distinguish from independent works. However, one of the earliest known examples of games developed on contract for these systems was that of Joyce Weisbecker, who considers herself the first indie designer, as she had created several games for the RCA Studio II console in 1976 as an independent contractor for RCA.


title: Indie game

text: When the first personal computers were released in 1977, they each included a pre-installed version of the BASIC computer language along with example programs, including games, to show what users could do with these systems. While the manufacturers also had released commercial games that could be purchased for computers, the availability of BASIC led to people trying to make their own programs. Sales of the 1978 rerelease of the book "BASIC Computer Games" by David H. Ahl that included the source code for over one hundred games, eventually surpassed over one million copies. The availability of BASIC inspired a number of people to start writing their own games.


title: Indie game

text: While the commercial sector of the video game industry was focused on the growing home video game console market in the late 1970s to early 1980s, a number of games for personal computers were released by one- or two-man teams, self-distributed in stores or sold through mail order. This was particularly true in the United Kingdom, where video game consoles had not gained as much traction as in the United States. There, the early microcomputers such as the ZX Spectrum were popular, launching a range of "bedroom coders" which initiated the UK's video game industry. By 1984, the United Kingdom's game industry had become crowded with many professional development teams making games at a large pace. Game developer Chris Crawford warned potential small developers away from the commercial prospects of the field in late 1984:


title: Indie game

text: During this period, the idea that indie games could provide experimental gameplay concepts or demonstrate niche arthouse appeal had been established. Many games from the bedroom coders of the United Kingdom, such as "Manic Miner" (1983), incorporated the quirkiness of British humour and made them highly experimental games. Other games like "Alien Garden" (1982) showed highly-experimental gameplay. Infocom itself advertised its text-based interactive fiction games by eschewing their lack of graphics in lieu of the players' imagination, at a time that graphics-heavy action games were commonplace.


title: Indie game

text: By the mid-1990s, the recognition of the personal computer as a viable gaming option, and advances in technology that led to 3D gaming created many commercial opportunities for video games. During the last part of the 1990s, visibility of games from these single or small team studios scene wanes, since a small team could not readily compete in costs, speed and distribution as a commercial entity could. The industry had started to coalesce around video game publishers that could pay larger developers to make games and handle all the marketing and publication costs as well as opportunities to franchise game series. Publishers tended to be risk averse due to high costs of production, and they would reject all small-size and too innovative concepts of small game developers. The market also became fractured due to the prevalence of video game consoles, which required expensive or difficult-to-acquire game development kits typically reserved for larger developers and publishers.


title: Indie game

text: There were still significant developments from smaller teams that laid the basis of indie games going forward. Shareware games became a popular means to distribute demos or partially complete games in the 1980s and into the 1990s, where players could purchase the full game from the vendor after trying it. As such demos were generally free to distribute, shareware demo compilations would frequently be included in gaming magazines at that time, providing an easy means for amateur and hobbyist developers to be recognized. The ability to produce numerous copies of games, even if just shareware/demo versions, at a low cost helped to propel the idea as the PC as a gaming platform. At the time, shareware was generally associated with hobbyist programmers, but with releases of "Wolfenstein 3D" in 1992 and "Doom" in 1993 showed the shareware route to be a viable platform for titles from mainstream developers.


title: Indie game

text: The common take on indie games on personal computer took shape in the early 2000s from several factors. Key was the availability of online distribution over the Internet, allowing game developers to sell directly to players and bypassing limitations of retail distribution and the need for a publisher. Software technologies used to drive the growth of the World Wide Web, like Adobe Flash, were available at low cost to developers, and provided another means for indie games to grow. The new interest in indie games led to middleware and game engine developers to offer their products at low or no cost for indie development, in addition to open source libraries and engines. Dedicated software like GameMaker Studio and tools for unified game engines like Unity and Unreal Engine removed much of the programming barriers needed for a prospective indie developer to create these games. The commercial possibilities for indie games at this point helped to distinguish these games from any prior amateur game.


title: Indie game

text: There were other shifts in the commercial environment that were seen as drivers for the rise of indie games in the 2000s. Many of the games to be indie games of this period were considered to be the antithesis of mainstream games and which highlighted the independence of how these games were made compared to the collective of mainstream titles. Many of them took a retro-style approach to their design, art, or other factors in development, such as "Cave Story" in 2004, which proved popular with players. Social and political changes also led to the use of indie games not only for entertainment purposes but to also tell a message related to these factors, something that cannot be done in mainstream titles. In comparing indie games to independent film and the state of their respective industries, the indie game's rise was occurring approximately at the same relative time as its market was starting to grow exponentially and seen as a supporting offshoot of the mainstream works.


title: Indie game

text: Indie games saw a large boost in visibility within the video game industry and the rest of the world starting around 2005. A key driver was the transition into new digital distribution methods with storefronts like Steam that offered indie games alongside traditional AAA titles, as well as specialized storefronts for indie games. While direct online distribution helped indie games to reach players, these storefronts allowed developers to publish, update, and advertise their games directly, and players to download the games anywhere, with the storefront otherwise handling the distribution and sales factors. While Steam itself initially began heavy curation, it eventually allowed for indie publishing with its Steam Greenlight and Steam Direct programs, vastly increasing the number of games available.


title: Indie game

text: Further driving indie game growth in this period came from the departure of large publishers like Electronic Arts and Activision from their smaller, one-off titles to focus on their larger, more successful properties, leaving the indie game space to provide shorter and more experimental titles as alternatives. Costs of developing AAA games had risen greatly, to an average cost of tens of millions of dollars in 2007–2008 per title, and there was little room for risks in gameplay experimentation.


title: Indie game

text: Another driver came from discussions related to whether video games could be seen as an art form; movie critic Roger Ebert postulated in open debates that video games could not be art in 2005 and 2006, leading to developers creating indie games to specifically challenge that notion.


title: Indie game

text: Indie video game development saw a further boost by the use of crowdfunding as a means for indie developers to raise funds to produce a game and to determine the desire for a game, rather than risk time and investment into a game that does not sell well. While video games had used crowdfunding prior to 2012, several large indie game-related projects successfully raised millions of dollars through Kickstarter, and since then, several other similar crowdfunding options for game developers have become available. Crowdfunding eliminated some of the cost risk associated with indie game development, and created more opportunities for indie developers to take chances on new titles.


title: Indie game

text: With more indie titles emerging during this period, larger publishers and the industry as a whole started taking notice of indie games as a significant movement within the field. One of the first examples of this was "World of Goo" (2008), where its developers 2D Boy had tried but failed to gain any publisher support prior to release. On release, the game was recognized at various award events including the Independent Games Festival, leading to publishers that had previously rejected 2D Boy to offer to publish it.


title: Indie game

text: Console manufactures also helped to boost recognition of indie games in this period. By the seventh generation of consoles in 2005, each platform provided online services for players, such as Xbox Live, PlayStation Network, and Nintendo Wi-Fi Connection, which included digital distribution of games. Following the increased awareness of indie games for PC, these services started publishing indie games alongside commercial offerings to expand their libraries. The Xbox 360 had launched in 2005 with the Xbox Live Arcade (XBLA) which had included some indie games among other titles, but these drew little attention in the first few years. In 2008, Microsoft ran its "XBLA Summer of Arcade" promotion which included the releases of indie games "Braid", "Castle Crashers", and "" alongside two AAA games. While all three indie games had high number of downloads, "Braid" was a critical darling and drew mainstream media recognition for a game developed by only two people. Microsoft continued to follow up on this promotion in the following years, bringing in more games onto XBLA including "Super Meat Boy", "Limbo", and "Fez". Sony and Nintendo followed suit, also wooing indie developers to bring games onto their platforms. By 2013, all three console manufactures had established programs that allowed indie developers to apply for low-cost development toolkits and licenses to publish directly onto the console's respective storefronts following approval processes. A number of "boutique" indie game publishers were founded in this period to support funding, technical support, and publishing of indie games across various digital and retail platforms. The 2012 documentary "" covers several of the games that flourished from this period.


title: Indie game

text: In 2012, "Journey" became the first Indie game to win the Game Developers Choice Award for Game of the Year and D.I.C.E. Award for Game of the Year.


title: Indie game

text: The single best-selling game of all time, "Minecraft", was also originally released as an indie game during this period, though in 2014 Microsoft purchased Mojang, the developer behind "Minecraft", and brought them into Xbox Game Studios. Other successful indie games during this period include "Terraria" and "Shovel Knight".


title: Indie game

text: Mobile games also became popular with indie developers, with inexpensive development tools and low-barrier storefronts with the App Store and Google Play which opened in the late 2000s.


title: Indie game

text: Leading into 2015, there was concern that the rise of easy-to-use tools to create and distribute video games could lead to an oversupply of video games, this was termed the "indiepocalypse". This perception of an indiepocalypse is not unanimous; Jeff Vogel stated in a talk at GDC 2016 that any downturn was just part of the standard business cycle. The size of the indie game market was estimated in March 2016 to be at least $1 billion per year for just those games offered through Steam. Mike Wilson, Graeme Struthers and Harry Miller, the co-founders of indie publisher Devolver Digital, stated in April 2016 that the market in indie games is more competitive than ever but continues to appear healthy with no signs of faltering. "Gamasutra" said that by the end of 2016, while there had not be any type of catastrophic collapse of the indie game market, there were signs that the growth of the market had significantly slowed and that it has entered a "post-indiepocalypse" phase as business models related to indie games adjust to these new market conditions.


title: Indie game

text: While there has not been any type of collapse of the indie game field since 2015, there are concerns that the market is far too large for many developers to get noticed. Very few selected indie titles get wide coverage in the media, and are typically referred to as "indie darlings". In some cases, indie darlings are identified through consumer reactions that praise the game, leading to further coverage; examples of such games include "Celeste" and "Untitled Goose Game". However, there are also times where the video game media may see a future title as a success and position it as an indie darling before its release, only to have the game fail to make a strong impression on players, such as in the case of "No Man's Sky" and "Where the Water Tastes Like Wine". Discoverability has become an issue for indie developers as well. With the Steam distribution service allows any developer to offer their game with minimal cost to them, there are thousands of games being added each year, and developers have come to rely heavily on Steam's discovery tools – methods to tailor catalog pages to customers based on past purchases – to help sell their titles. Mobile app stores have had similar problems with large volumes of offers but poor means for discovery by consumers in the late 2010s. Several indie developers have found it critical to have a good public relations campaign across social media and to interact with the press to make sure a game is noticed early on in its development cycle to get interest and maintain that interest through release, which adds to costs of development.


title: Indie game

text: In addition to titles like "Celeste" and "Untitled Goose Game", other highly successful indie games released during this period included "Undertale", "Stardew Valley", and "Cuphead".


title: Indie game

text: Indie games are generally associated with Western regions, specifically with North American, European, and Oceanic areas. However, other countries have had similar expansions of indie games that have intersected with the global industry.


title: Indie game

text: In Japan, the doujin soft community has generally been treated as a hobbyist activity up through the 2010s. Computers and bedroom coding had taken off similarly in the late 1970s and early 1980s, but the computer market was quickly overwhelmed by consoles. Still, hobbyist programmers continued to develop games. One area that Japan had focused on were game development kits, specialized software that would allow users to create their own games. A key line of these were produced by ASCII Corporation, which published "ASCII" a hobbyist programming magazine that users could share their programs with. Over time, ASCII saw the opportunity to publish game development kits, and by 1992, released the first commercial version of the "RPG Maker" software. While the software cost money to obtain, users could release completed games with it as freeware or commercial products, which established the potential for a commercial independent games market by the early 2000s, aligning with the popularity of indie games in the West.


title: Indie game

text: Like other Japanese fan-created works in other media, doujin games were often built from existing assets and did not receive much respect or interest from consumers, and instead were generally made to be played and shared with other interested players and at conventions. Around 2013, market forces began to shift with the popularity of indie games in the Western regions, bringing more interest to doujin games as legitimate titles. The Tokyo Game Show first offered a special area for doujin games in 2013 with support from Sony Interactive Entertainment who had been a promoter of Western indie games in prior years, and has expanded that since. The distinction between Japanese-developed doujin games and indie games are ambiguous - the use of the term usually refers to if their popularity formed in Western or Eastern markets before the mid-2010s, and if they are made with the aim of selling large copies or just as a passion project: the long-running bullet hell "Touhou Project series", developed entirely by one-man independent developer ZUN since 1995, has been called both indie and doujinshi. Meanwhile, despite being Japanese-developed, "Cave Story" is primarily referred to as an "indie game" because of its success in the Western market. It is one of the most influential indie games, also contributing to the resurgence of the Metroidvania genre. doujin games also got a strong interest in Western markets after some English-speaking groups translated various titles with permission for English release, most notably with "", the first such doujin to be published on Steam in 2010.


title: Indie game

text: Mikhail Fiadotau, a lecturer in video game studies at Tallinn University, identified three primary distinctions between the established doujin culture and the Western idea of indie games. From a conceptual view, indie games generally promote independence and novelty in thought, while doujin games tend to be ideas shared by a common group of people and tend to not veer from established concepts (such as strong favoritism towards the well-established RPG genre). From a genealogical standpoint, the nature of doujin dates back as far as the 19th century, while the indie phenomena is relatively new. Finally, only until recently, doujin games tended to only be talked about in the same circles as other doujin culture (fan artwork and writing) and rarely mixed with commercial productions, whereas indie games have shared the same stage with AAA games.


title: Indie game

text: Many of the same basic concepts behind video game development for mainstream titles all apply to indie game development, particularly around the software development aspects. Key differences lie in how the development of the game ties in with the publisher or lack thereof.


title: Indie game

text: There is no definitive size to how big an independent game development studio might be. Several successful indie games, such as the "Touhou Project" series, "Axiom Verge", "Cave Story", "Papers, Please", and "Spelunky", were all developed by a single person, though often with support of artists and musicians for those assets. More common are small teams of developers, from two to a few dozen, with additional support from external artists. While it is possible for development teams to be larger, there becomes a higher cost overhead of running the studio, which may be risky if the game does not perform well.


title: Indie game

text: Indie teams can arise from many different directions. One common path recently includes student projects, developed as prototypes as part of their coursework, which the students then take into commercial opportunity after graduating from school. Examples of such games include "And Yet It Moves", "", "Risk of Rain", and "Outer Wilds". In some cases, students may drop out of school to pursue the commercial opportunity or for other reasons; Vlambeer's founders, for example, had started to develop a commercial game while still in school and dropped out when the school demanded rights to the game.


title: Indie game

text: Another route for indie development teams comes from experienced developers in the industry who either voluntarily leave to pursue indie projects, typically due to creative burnout from the corporate process, or resulting from termination from the company. Examples of games from such groups include "", "Papers, Please", "Darkest Dungeon", and "Gone Home".


title: Indie game

text: Yet another route are simply those with little to no experience in the games industry, though they may have computer-programming skills and experience, and they may come in with ideas and fresh perspectives for games, with ideas that are generally more personable and close to their hearts. These developers are usually self-taught and thus may not have certain disciplines of typical programmers, thereby allowing for more creative freedom and new ideas. However, some may see amateur work less favorably than those that have had experience, whether from school or from industry, relying on the game development toolkits rather than programming languages, and they may associate such titles as amateur or hobbyist. Examples of such amateur games include "Braid", "Super Meat Boy", "Dwarf Fortress", and "Undertale".


title: Indie game

text: Typically, a starting indie-game studio will be primarily programmers and developers. Art assets including artwork and music can be outsourced to work-for-hire artists and composers.


title: Indie game

text: For development of personal computer games, indie games typically rely on existing game engines, middleware and game development kits to build their titles, lacking the resources to build custom engines. Common game engines include Unreal Engine and Unity, but there are numerous others as well. Small studios that do not anticipate large sales are generally afforded reduced prices for mainstream game engines and middleware. These produces may be offered free, or be offered at a substantial royalty discount that only increases if their sales exceed certain numbers. Indie developers may also use open source software and homebrew libraries, which are freely available but may lack technically-advanced features compared to equivalent commercial engines.


title: Indie game

text: Prior to 2010, development of indie games on consoles was highly restrictive due to costly access to software development kits (SDKs), typically a version of the console with added debugging features that would cost several thousands of dollars and come with numerous restrictions on its use to prevent trade secrets related to the console from being leaked. Console manufactures may have also restricted sales of SDKs to only certain developers that met specific criteria, leaving potential indie developers unable to acquire them. When indie games became more popular by 2010, the console manufacturers as well as mobile device operating system providers released special software-based SDKs to build and test games first on personal computers and then on these consoles or mobile devices. These SDKs were still offered at commercial rates to larger developers, but reduced pricing was provided to those who would generally self-publish via digital distribution on the console or mobile device's storefront, such as with the ID@Xbox program or the iOS SDK.


title: Indie game

text: While most indie games lack a publisher with the developer serving in that role, a number of publishers geared towards indie games have been established since 2010, also known as boutique game publishers; these include Raw Fury, Devolver Digital, Annapurna Interactive, Finji, and Adult Swim Games. There also have been a number of indie developers that have grown large enough on their own to also support publishing for smaller developers, such as Chucklefish, Coffee Stain Studios, and Team17. These boutique publishers, having experience in making indie games themselves, typically will provide necessary financial support and marketing but have little to no creative control on developers' product as to maintain the "indie" nature of the game. In some cases, the publisher may be more selective of the type of games it supported; Annapurna Interactive sought games that were "personal, emotional and original".


title: Indie game

text: The lack of a publisher requires an indie developer to find means to fund the game themselves. Existing studios may be able to rely on past funds and incoming revenue, but new studios may need to use their own personal funds ("bootstrapping"), personal or bank loans, or investments to cover development costs, or building community support while in development.


title: Indie game

text: More recently, crowd-funding campaigns, both reward-based and equity-based, have been used to obtain the funds from interested consumers before development begins in earnest. While using crowd-funding for video games took off in 2012, its practice has significantly waned as consumers became wary of campaigns that failed to deliver on promised goods. A successful crowd-funded campaign typically required significant development work and costs associated with before the campaign is launched to demonstrate that the game will likely be completed in a timely manner to draw in funds.


title: Indie game

text: Another mechanism offered through digital distribution is the early access model, in which interested players can buy playable beta versions of the game to provide software testing and gameplay feedback. Those consumers become entitled the full game for free on release, while others may have to pay a higher price for the final. This can provide funding midway though development, but like with crowd-funding, consumers expect a game that is near completion, so significant development and costs will have had to been invested already. "Minecraft" was considered an indie game during its original development, and was one of the first titles to successfully demonstrate this approach to funding.


title: Indie game

text: More recently, a number of dedicated investor-based indie game funds have been established such as the Indie Fund. Indie developers can submit applications requesting grants from these funds. The money is typically provided as a seed investment to be repaid through game royalties. Several national governments, through their public arts agencies, also have made similar grants available to indie developers.


title: Indie game

text: Prior to digital distribution, hobbyist programmers typically relied on mail order to distribute their product. They would place ads in local papers or hobbyist computer magazines such as "Creative Computing" and "Byte" and, once payment was received, fulfil orders by hand, making copies of their game to cassette tape, floppy disc, or CD-ROM along with documentation. Others would provide copies to their local computer store to sell. In the United Kingdom, where personal computer game development took off in the early 1980s, a market developed for game distributors that handled the copying and distribution of games for these hobbyist programmers. In Japan, doujinshi conventions like Comiket, the largest fan convention in the world, have allowed independent developers to sell and promote their physical products since its inauguration in 1975, allowing game series like "Touhou Project" and "Fate" to spread in popularity and dominate the convention for years.


title: Indie game

text: As the media shifted to higher-capacity formats and with the ability for users to make their own copies of programs, the simple mail order method was threatened since one person could buy the game and then make copies for their friends. The shareware model of distribution emerged in the 1980s accepting that users would likely make copies freely and share these around. The shareware version of the software would be limited, and require payment to the developer to unlock the remaining features. This approach became popular with hobbyist games in the early 1990s, notably with the releases of "Wolfenstein 3D" and "ZZT", "indie" games from fledgling developers id Software and Tim Sweeney (later founder of Epic Games), respectively. Game magazines started to include shareware games on pack-in demo discs with each issue, and as with mail-order, companies arose that provided shareware sampler discs and served to help with shareware payment and redemption processing. Shareware remained a popular form of distribution even with availability of bulletin board systems and the Internet. By the 2000s, indie developers relied on the Internet as their primary distribution means as without a publisher, it was nearly impossible to stock an indie game at retail, the mail order concept having long since died out.


title: Indie game

text: Continued Internet growth led to dedicated video game sites that served as repositories for shareware and other games, indie and mainstream alike, such as "GameSpy" "FilePlanet". A new issue had arise for larger mainstream games that featured multiplayer elements, in that updated and patches could easily be distributed through these sites but making sure all users were equally informed of the updates was difficult, and without the updates, some players would be unable to participate in multiplayer modes. Valve built the Steam software client originally to serve these updates automatically for their games, but over time, it became a digital storefront that users could also purchase games through. For indie games, Steam started curating third-party titles (including some indies) onto the service by 2005, later adding Steam Greenlight in 2012 that allowed any developer to propose their game for addition onto the service to the userbase, and ultimately replacing Greenlight with Steam Direct in 2017 where any developer can add their game to the service for a small fee.


title: Indie game

text: While Steam remains the largest digital storefront for personal computer distribution, a number of other storefronts have opened since, with Itch.io, established in 2013, more focused on serving indie games over mainstream ones, providing the develop with store pages and other tools to help with marketing. Others serve more as digital retailers, giving tools to the indie developer to be able to accept and redeem online purchases and distribute the game, such as Humble Bundle, but otherwise leaving the marketing to the developer.


title: Indie game

text: On consoles, the distribution of an indie game is handled by the console's game store, once the developer has been approved by the console manufacturer. Similarly for mobile, the distribution of the game is handled by the app store provider once the developer has been approved to release apps on that type of device. In either case, all aspects of payment, redemption and distribution are handled at the manufacturer/app store provider level.


title: Indie game

text: A recent trend for some of the more popular indies is a limited physical release, typical for console-based versions. The distributor Limited Run Games was formed to produce limited runs of games, most commonly successful indie titles that have a proven following that would have a market for a physical edition. These versions are typically produced as special editions with additional physical products like art books, stickers, and other small items in the game's case. Other such distributors include Super Rare Games, Special Reserve Games, and Strictly Limited Games.


title: Indie game

text: In nearly all cases with digital distribution, the distribution platform takes a revenue cut of each sale with the rest of the sale going to the developer, as a means to pay for the costs of maintaining the digital storefront.


title: Indie game

text: Most indie games do not make a significant profit, and only a handful have made large profits. Instead, indie games are generally seen as a career stepping stone rather than a commercial opportunity. The Dunning–Kruger effect has been shown to apply to indie games: some people with little experience have been able to develop successful games from the start, but for most, it takes upwards of ten years of experience within the industry before one regularly starts making games with financial success. Most in the industry caution that indie games should not be seen a financially-rewarding career for this reason.


title: Indie game

text: The industry perception towards indie games have also shifted, making the tactics of how to develop and market indie games difficult in contrast to AAA games. In 2008, a developer could earn around 17% of a game's retail price, and around 85% if sold digitally. This can lead to the appearance of more "risky" creative projects. Furthermore, the expansion of social websites has introduced gaming to casual gamers. Recent years have brought the importance of drawing social media influencers to help promote indie games as well.


title: Indie game

text: There is contention as to how prominent indie video game development is in the video game industry. Most games are not widely known or successful, and mainstream media attention remains with mainstream titles. This can be attributed to a lack of marketing for indie games, but indie games can be targeted at niche markets.


title: Indie game

text: Industry recognition of indie games through awards has grown significantly through the year. The Independent Games Festival was established in 1998 to recognize the best of indie games, and since its first event in 1999 has been held in conjunction with the Game Developers Conference in the first part of each year alongside the Game Developers Choice Awards (GDCA). However, it was not until 2010 when indie games were seen as similar competition to major gaming awards, with the 2010 GDCA recognizing games like "Limbo", "Minecraft", and "Super Meat Boy" among AAA titles. Since then, indie games have frequently been included in award nominations alongside AAA games in the major awards events like the GDCA, the D.I.C.E. Awards, and the BAFTA Video Games Awards. Indie games like "What Remains of Edith Finch", "Outer Wilds", "Untitled Goose Game", "Hades", and "Inscryption" being awarded various Game of the Year awards.


title: Indie game

text: Indie developers are generally considered a highly collaborative community with development teams sharing knowledge between each other, providing testing, technical support, and feedback, as generally indie developers are not in any direct competition with each other once they have achieved funding for their project. Indie developers also tend to open with their target player community, using beta testing and early access to get feedback, and engaging users regularly through storefront pages and communication channels such as Discord.


title: Indie game

text: Indie game developers can be involved with various indie game trade shows, such as Independent Games Festival, held alongside the Game Developers Conference, and IndieCade held prior to the annual E3 convention. The Indie Megabooth was established in 2012 as a large showcase at various trade shows to allow indie developers to show off their titles. These events act as intermediaries between indie developers and the larger industry, as they present the abilities to connect with larger developers and publishers for business opportunities, as well as to get word of their games out to the press prior to release.


title: Indie game

text: Game jams, including Ludum Dare, the Indie Game Jam, the Nordic Game Jam, and the Global Game Jam, are typically annual competitions in which game developers are given a theme, concept and/or specific requirements and given a limited amount of time, on the order of a few days, to come up with a game prototype to submit for review and voting by judges, with the potential to win small cash prizes. Companies can also have internal game jams as a means to relief stress which may generate ideas for future games, as notably the case for Double Fine and its Amnesia Fortnights. The structure of such jams can influence whether the end games are more experimental or serious, and whether they are to be more playful or more expressive. While many game jam prototype go no further, some developers have subsequently expanded the prototype into a full release after the game jam into successful indie games, such as "Superhot", "Super Time Force", "Gods Will Be Watching", "Surgeon Simulator", and "Goat Simulator".


title: Indie game

text: Indie games are recognized for helping to generate or revitalize video game genres, bringing new ideas to either stagnant gameplay concepts or creating whole new experiences. The expansion of roguelikes from ASCII, tile-based hack-and-slash games to a wide variety of so-called "rogue-lites" that maintain the roguelike procedural generation and permadeath features bore out directly from indie games "Strange Adventures in Infinite Space" (2002) and its sequel "" (2005), "Spelunky" (2008), "The Binding of Isaac" (2011), "" (2012) and "Rogue Legacy" (2012). Metroidvanias resurged following the releases of "Cave Story" (2004) and "Shadow Complex" (2009). Art games have gained attention through indie developers with early indie titles such as "Samorost" (2003) and "The Endless Forest" (2005).


title: Indie game

text: The following table lists indie games that have reported total sales over 1 million copies, based on the last reported sales figures. These result exclude downloaded copies for games that had transitioned to a free-to-play model such as "Rocket League", or copies after acquisition by a larger publisher and no longer considered indie such as "Minecraft".


title: Annet Mahendru

text: Anita Devi "Annet" Mahendru (born November 5, 1985) is an American actress. She is known for playing Nina Sergeevna Krilova on the FX period drama series "The Americans" (2013–2016), for which she garnered a nomination for the Critics' Choice Television Award for Best Supporting Actress in a Drama Series in 2014 and as Jennifer "Huck" Mallick in the AMC series "" in 2020.


title: Annet Mahendru

text: Mahendru was born on November 5, 1985, in Kabul, then in the DR Afghanistan. Her mother, Olga, is Russian, and her father, Ghanshan "Ken" Mahendru, is a Punjabi Hindu Indian educator and journalist with roots from Delhi, did his studies from Kabul University and later met her mother in Russia where he was working. The Mahendru family had moved to Afghanistan where her grandfather had a sweets business in Kabul and her grandmother originally hailed from Nepal. She had what she calls a "gypsy" childhood, spending her first seven years of her childhood between Afghanistan and Saint Petersburg. She then lived with her mother at Saint Petersburg and regularly travelled between there and Frankfurt, before moving with her father to East Meadow, New York, at age 13, after her parents separated.


title: Annet Mahendru

text: Mahendru attended East Meadow High School, where she was active in competitive cheerleading and kick line teams; she graduated in 2004. She went on to earn an English degree from St. John's University in New York City.


title: Annet Mahendru

text: Mahendru grew up speaking Persian, Russian, German, English, and also speaks conversational Hindi and French. She also uses Dari to speak with her relatives. She initially wanted to use what she has called her "ethnic ambiguity" to work for the United Nations. She was enrolled at New York University for a master's degree in international relations as she wanted to work for the women in Afghanistan, but dropped out to pursue acting. She then moved to Los Angeles and studied improv at The Groundlings.


title: Annet Mahendru

text: Mahendru began her acting career in 2006, appearing in an episode of the sitcom "Love Monkey", an episode of the drama "Conviction", a "Law & Order" spinoff, and the short film "The Art of Love". The following year, she appeared in an episode of the HBO comedy-drama "Entourage". Her next significant roles came in 2011, in episodes of the sitcoms "Big Time Rush" and "2 Broke Girls". In 2012, she starred in an episode of the sitcom "Mike & Molly".