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.

Fear your customer

I run a creative business. In fact, I make entertainment. One of the most common discussions I face on social media is the idea that I should not put politics into my work, and that I should not use my platform to talk about politics. I should not talk about politics because my purpose is to entertain, to distract, to make my entire existence a function of my job.

Making games isn’t what I am. It’s what I do. What I do is game development, but despite the fact that most of my life so far has been focused around that, it is only a tiny part of what I am. I’m Dutch-Egyptian, a fiancé, a socialist, an airplane enthusiast, an avid reader, a pop culture consumer, a gadget lover, a traveler, someone who likes cooking, but hates the dishes. I couldn’t tie my shoelaces if my life depended on it, but I run an indie games studio that has reached million of people across the world. I am someone who will happily travel across the Atlantic to talk to a dozen enthusiasts in South America starting a development community, but who loathes walking six minutes to the supermarket unless I really have to.

My job does not regulate what I can do outside of my work. A sold copy of my game doesn’t entitle someone to anything beyond a functioning game. A sold copy of my game definitely does not exclude me from any type of political thought, or any other opinion about the real world. A customer at a fast-food chain can’t tell an employee what to do when they’re at home, and they’re only entitled to the french fries they ordered.

At the crux of the argument that I shouldn’t post political content is a simple notion: the idea that my customers are somehow leverage against me. That I should be careful to not lose them by being myself too honestly, or too bluntly. That my work should cater to them, and that my existence depends on their grace and acceptance of me as a whole. I should be afraid of them, and that fear should guide me.

Here’s the thing: I don’t fear my audience. They’re not leverage. The notion that some random people on the internet can tell me what ‘my audience’ wants from me is preposterous. Every time we’ve had a boycott announced against us our sales have gone up. I love my audience. They’re the greatest audience I’ve ever had the privilege of working for – they’re passionate but polite, they’re curious and understanding, and they tend to ask rather than shout. 

Fear doesn’t produce the best work one can create. Not in art, not in games, not in marketing, and not on social media.