How Vampire Survivors became Vampire Crawlers: Six lessons from building a game based on another developer's IP
Andreas Firnigl started his career as a tester on Big Mutha Truckers, way back on Gamecube. He founded Nosebleed Interactive almost 15 years ago as CEO and creative director. Read more
Andreas Firnigl's career began as a tester on Big Mutha Truckers for the Gamecube. After founding Nosebleed Interactive, he was approached by an old contact who helped him collaborate on a Vampire Survivors spin-off, Vampire Crawlers. Lead designer Luke Wintflint joined forces to refine the idea into a complete game.
To collaborate effectively with external partners when working with someone else's intellectual property (IP), Nosebleed Interactive discovered several key lessons. Firstly, understanding the IP is crucial but showing the client that you understand it is even more important. This involves playing the game intensely to grasp its nuances and identifying what can and cannot be changed.
Secondly, initially, focus on adding content, placeholders, and fixing any issues later, making sure to incorporate fundamental elements of the IP.
Thirdly, it's vital to get feedback from players who haven't experienced the original IP to ensure the new game appeals to a broader audience. Fourthly, be prepared to learn from your partner's approach, as they may have unique insights and techniques that work better for their IP. Finally, face-to-face communication, whether through video calls or in-person meetings, plays a significant role in understanding each other's perspectives and generating better ideas.
Embrace constructive criticism and adapt the game based on its intent, rather than fixating on specific elements that might not align with the overall game design.
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