Rami Ismail (ramiismail.com)                             

Event Schedule

Biography

Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, Super Crate Box, LUFTRAUSERS, GUN GODZ, Serious Sam: The Random Encounter & Radical Fishing.

Through his work at Vlambeer, Rami has come to realize that the marketing & 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 side projects such as distribute() and gamedev.world.

Believing 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 & from University seminars to incubator mentorship.

He is a 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 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 also worked closely with the Indie MEGABOOTH team to enable indie studios to showcase at the larger game conventions, runs the #1reasontobe panel at GDC, and helps as an advisor on events such as Devcom, Train Jam, PocketGamer, and NASSCOM GDC.

Rami has received several awards and recognitions for his work promoting game development around the world, including the IndieCade Game Changer award for the decennial jubileum of the festival.

 
 
 

RAMI IS CURRENTLY IN THE NETHERLANDS.
YOU CAN REACH HIM AT RAMI@VLAMBEER.COM, , , OR BY CALLING +31 (0) 621206363.

Essence Statement

If you’re working on a creative project with multiple people, think about your essence statement. An essence statement is a single sentence that explain the core value and purpose of your product. It is not used for external communication like a product pitch is, but is mostly for internal communication in the team. It doesn’t describe the mechanics or aesthetics as much as it discusses what the goal of the project is as a creative product.

Nuclear Throne is a top-down shooter that’ll stay fun to play for us as creators.
LUFTRAUSERS is a game about being the best fighter pilot in the world.
Ridiculous Fishing is a game with an infinite and positive feedback loop.
Super Crate Box is a game against camping.

Every game is different, and the thesis for each game is different. Being able to communicate why you’re making your game, or what feeling you’re trying to effect in the player, will help a lot with figuring out what your goals are. Is your essence statement more of a feeling – like we did in LUFTRAUSERS – you’re probably going to want to focus on things that create that feeling. What makes a fighter pilot feel like the best? Skimming over the water, avoiding ridiculous amounts of bullets, taking out overwhelming odds, airobatics and stunts. In Ridiculous Fishing, our focus was elsewhere entirely – we tried to create a multi-stage feedback loop that was rewarding and positive regardless of level of play.

Communication is hard enough without a clear direction, and I find essence statements help me lock on to what we’re creating.