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Vlambeer
The story so far
Rami Ismail
Business & Development
Jan Willem Nijman
Game Design & Execution
Rami Ismail
Jan Willem Nijman
We made a few games
Super Crate Box, Radical Fishing,
LUFTRAUSERS, GUN GODZ, etc. ad infinit
The start of Vlambeer
Instant succes
Instant money
Made a game
To turn this…
…into this.
Still pretty humble
Made more games
Gave more talks
Made more games
Went to more conferences
Made more games
Got screwed over
Got back up
Made more games
Ridiculous Fishing
Nuclear Throne
LUFTRAUSERS
Approaching console
Rami Ismail
Business & Development
Jan Willem Nijman
Game Design & Execution
2011
2012
The angry game
LUFTRAUSERS is announced
Original Design & Design Goals
Developing for PC / Steam
Talking to Playstation
2013
Developing for PC / Steam #2
Talking to Playstation
Developing for PSN
Certification
Wrapping up & moving on
2014
CertificationCertification
Release
Q&A

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LUFTRAUSERS: from development to PlayStation release

Editor's Notes

  1. - In our mind we make diverse games.
  2. Yeti Hunter
  3. Yeti Hunter
  4. Yeti Hunter
  5. openFrameworks
  6. Nuclear Throne - Next: Intro
  7. - In our mind we make diverse games.
  8. May 2011, release LUFTRAUSER Dinosaur Zookeeper played less
  9. A clone of Ridiculous Fishing gets announced. We do nothing for most of the year.
  10. Ridiculous Fishing cloned Feeling down, gave big talk at GDC about cloning On the way home, Jan Willem decides he wants to make LUFTRAUSERS No TV’s on the plane
  11. - Constant aerial combat - Classified superweapons - The best pilot in the world
  12. * Developing for Steam / PC - Development process - Freedom of tools / framework
  13. * Starting our conversation with Sony - Super Crate Box for PlayStation Mobile - Shahid Kamal
  14. This is our build in early 2013. Game is slated for Q2 2013.
  15. - JW & I argue about cloud shapes for 3 days - Windows 8 problems with GM8 - Port to C++ / SFML / Custom Engine (Dex) - Also support for Mac & Linux - Reflections added
  16. * Conversation with PlayStation - Shahid Kamal #2 - Showing early prototype at SCEE London - Made exclusivity deal, get devkits - Announce all platforms will launch simultaneously, estimate about 2 months of dev. - Slight delay on PC version, now Q3 2013.
  17. * Developing for PlayStation and Vita - Catch up, continue parallel development on all platforms - Port adapted for PS3/Vita native code - Control/Interface problems on PSN platforms - Aspect ratio problems on Vita
  18. - Good people, archaic systems Technical Requirement Checklist Still aiming for Q4 2013
  19. * Marketing - Slowly team moves on to new projects. - Ridiculous Fishing about to launch on iOS. - Devolver Digital helped us focus on development.
  20. Stuck in certification hell for almost a year Keep retrying Tons of paperwork ESRB/PEGI Ratings Not just Playstation. Microsoft / Nintendo - Still sitting on PC/Mac/Linux due to early promise
  21. * Finally release (March 2014) - PlayStation Plus deals. - Not taken at launch - Financial results. - Recoup in two days - PS Vita second-best selling platform (!) - Console not great place to make enormous amounts of money - Still good to try / release (legitimacy, extend product life, Thomas was Alone) - Check if you can get devkits