Interview Vlambeer – Unboxing the crate
Posted by Shifty in Game Design, indie, Interview, tags: gdc, igf, jan willem, rami ismail, super crate box, versus, vlambeer
Time has come for a great change on ShiftyBlog ! I decided to make it goes English … for several reasons but it doesn’t matter. To celebrate this, here comes a great interview : Rami Ismail and Jan Willem Nijman answered my questions about their studio Vlambeer and Super Crate Box (SCB) right after their nomination to the Excellence in Design at the 2011′s edition of the Independent Game Festival.
To defend your self you have several weapons at disposal, each one with different effects (fire range, amount of damages, etc). You can wear one weapon at a time. If you want to change it you have to pick up a crate. No score, the score is the number of crates you have picked up. Are you starting to understand ? Well, let’s get started with the interview
What is the story of Super Crate Box ? How did everything starts ?
Super Crate Box started 8 months ago with a really simple prototype. Actually, Super Crate Box is the main reason for the existence of Vlambeer. One day, while Jan Willem was playtesting his prototype of a really ugly, very difficult but really unique game called ‘Crates’, Rami ran into him and proposed a cooperation to further the development of the game. For six months we were busy with our education as a game designer and other projects – after those months we decided to take a plunge and start our studio. We worked really hard on the game, its accessibility and its progression – for the polish we got freelancer artists Paul Veer and Roy Nathan de Groot and musician Eirik Suhrke aboard to help out. That’s when the game started coming together as it is now.


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