Indie, but not alone: How Vlambeer’s advice helped guide Dog Sled Saga
It was the first time either had embarked on anything quite like it. FitzGerald studied communications in college, and had spent time doing contract video production (including trailers for other video games) and web design in an effort to get deeper into the gaming scene. Bromiel, meanwhile, is a trained artist with a focus on material art, though she hadn't consistently worked in digital illustration. As confident as they were about seeing the concept through to completion, they didn't have much insight as to going from making an original game to actually presenting it as a purchasable product. Well, at least until Rami Ismail came to town.
Ismail, the business and development half of Dutch indie studio Vlambeer (Super Crate Box, Luftrausers), stopped in Chicago in February to give a talk as part of DePaul University's Visiting Artists Series. FitzGerald and Bromiel attended, expecting to hear anecdotes about creating their beloved games, or the painful cloning saga that marked the development of Ridiculous Fishing.
Instead they got a real lesson - Indie Game Business 101, if you will - defined by the lecture's catchy three-word title: "Monetize That Shit."
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Indie, but not alone: How Vlambeer's advice helped guide Dog Sled Saga originally appeared on Joystiq on Fri, 24 May 2013 18:40:00 EST. Please see our terms for use of feeds.












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