Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC Europe 2013


View larger image
 


QTY:

Cloned at Birth: The Story of Ridiculous Fishing
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDCE13-25003_CAYI
Statistics
Description
Cloned at Birth: The Story of Ridiculous Fishing
Rami Ismail | Business and Development, Vlambeer
Jan Willem Nijman | Designer, Vlambeer

Location: Congress Saal 3
Date: Tuesday, August 20
Time: 13:00-13:25
Track: Independent Games Summit
Format: Session
Vault Recording: Video


Vlambeer's 2013 iOS hit Ridiculous Fishing has come a long way since its conception back in 2010. Vlambeer will discuss keeping your design focused, the ups and downs of working remotely during emotionally stressful times, and how to deal with sensitive subjects such as cloning or IAP. During the postmortem, we'll explain how the game finally came to be that game that everybody was talking about.

Takeaway
Attendees will gain insight into the process behind Ridiculous Fishing, and the challenges and opportunities that contributed to its success.

Intended Audience
Anyone interested in production, marketing and design, specifically indies, will benefit from having insight into the process that Vlambeer, Zach Gage, Greg Wohlwend and Eirik Suhrke went through.

Speakers
Rami Ismail | Business and Development, Vlambeer
Rami Ismail is the business & development guy at Vlambeer, a Dutch independent game studio known best for IGF 2011 'Excellence in Design' nominee Super Crate Box, along with LUFTRAUSERS, Ridiculous Fishing, GUN GODZ and Serious Sam: The Random Encounter. Through his work at Vlambeer, Rami has come to realize that the marketing and business facets of many independent game developers could use some help. As such, he created the free presskit-creation tool, presskit(), and is working on releasing its first add-on, release(). Believing that sharing knowledge openly is the cornerstone of independent development, Rami has spoken on a variety of subjects at dozens of game events around the world, ranging from the Game Developers Conference to Fantastic Arcade and from university seminars to incubator mentorship. He is an avid opponent of game cloning after Vlambeer's Radical Fishing got cloned. He is also a proponent of searching for new, beautiful things in places where no-one is looking for them and thus organized Fuck This Jam, a gamejam focused around making a game in a genre you hate. Rami works closely with the Indie MEGABOOTH team to enable indie studios to showcase at the larger game conventions. Rami exclusively drinks cane sugar Coca Cola.

Jan Willem Nijman | Designer, Vlambeer
Jan Willem Nijman always wanted to be an inventor. After he found out inventors don't make 200-foot high combat robots in their garage, he instead found himself in a community of people that make games in a few hours. He made hundreds of games, but most of them didn't do justice to their concepts, so he started focusing on making good stuff. To do so, Jan Willem enrolled in a game design school, found out that most of that didn't do justice to its concept either, and decided to team up with Rami Ismail and start Vlambeer. Within Vlambeer, Jan Willem focuses on game design, works himself to death, will die young and gets rid of copious amount of bull%*#! in game design. Also, Jan Willem likes cooking, his sign is Sagittarius and he likes music.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.