rami ismail

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  • 'Flight Simulator' Boeing Dreamliner

    Twitch chat successfully barrel-rolled a ‘Flight Simulator’ plane

    by 
    Christine Fisher
    Christine Fisher
    09.15.2020

    Twitch chat users successfully flew a plane in Microsoft Flight Simulator.

  • Vlambeer

    Influential indie studio Vlambeer is shutting down after a decade

    by 
    Jessica Conditt
    Jessica Conditt
    09.01.2020

    One of the most prominent indie studios of the 2010s is closing its doors.

  • Opening the valve: Steam Curators rule the front page

    by 
    Mike Suszek
    Mike Suszek
    09.25.2014

    Ask a hundred independent developers what impacts their sales most and you'll likely get a hundred different answers, but among the more popular ones will be the topic of discoverability, the ways in which prospective buyers are able to find lesser-known video games. Platforms like the App Store and Steam see a lot of foot-traffic in their featured sections, and even brief visibility for independent developers can make for a massive difference in their bottom line. As more games have made their way to Steam via regular release, Greenlight and Early Access, it's become vastly more difficult for a new game to be discovered. Enter Steam Curators, Valve's means of placing the weight of game recommendations on those outside its walls. The service launched this week and allows any person or brand (such as your friends here at Joystiq) to compile lists of games their followers should play, shifting the scope of the store's front page to include recommended games and a section for popular curators. Given Steam's incredible popularity and its status as a "must-have" piece of PC gaming software, Steam Curators is a major step for the service, and developers hope that it might heavily influence independent game sales.

  • Vlambeer mutates Nuclear Throne with co-op live from PAX East

    by 
    Xav de Matos
    Xav de Matos
    04.12.2014

    From the show floor at PAX East 2014, Vlambeer has unleashed an update that adds co-operative multiplayer to Nuclear Throne. The game is currently available via Steam Early Access for $12.99. "We launched it about an hour ago, I'm uploading it from the show right now. We're updating the website to make sure it's ready. The goal for now was two players, and we're looking into the possibility of more than two players," Vlambeer's Rami Ismail tells Joystiq. "At this point two players is so crazy and insane that we're not so sure it's a good idea to have four." Ismail says that his team thought Nuclear Throne would be a fun single-player experience, but the community clamored for a multiplayer component. "We've been live streaming, we've been really open about our development, but we were worried about multiplayer. Since it was such a big deal though, we decided to do it between the live streams we did. When it was done, we realized it was good. Local multiplayer for two people. The build will be available in just a little while." [Image: Vlambeer]

  • Luftrausers dev responds to criticisms over Nazi-esque imagery

    by 
    S. Prell
    S. Prell
    04.06.2014

    Luftrausers from Vlambeer is full of fiction. Its name is a made up word, and the game takes place in an alternate history, set some 10 to 15 years after World War II. The game's imagery, however, from its maniacal scientists and sharp-dressed military officers to its skull-emblazoned logo, are evocative of the very real Nazi party of the mid 1940s. This has made some players uncomfortable, which Vlambeer co-founder Rami Ismail addressed on the company's site earlier today. Ismail noted that, while he believes that no interpretation of a game is "wrong," he and his fellow developers did not intentionally place players into the role of a Nazi pilot. Instead, Ismail said the game was inspired by the period between 1900 and 1980 where opposing governments were "capable of determining whether an opposing military force was working on secret weapons, but not quite what those weapons were." The goal of Luftrausers, according to Ismail, was to have players take control of such a weapon. The only way for this to make narrative sense was to have players play the bad guys - someone we were spying on. "The player is part of an undefined enemy force that was not on 'our' side during the six or seven decades in which military intelligence was effectively telling us to prepare for a laser-equipped hoverboat assault," Ismail wrote. Ismail made it clear he was explaining the game's aesthetics, but not excusing them. Ismail and studio partner Jan Willem Nijman are natives to the Netherlands, which was invaded by the Nazis in 1940. "We are extremely aware of the awful things that happened," Ismail wrote, "and we want to apologise to anybody who, through our game, is reminded of the cruelties that occurred during the war." [Image: Vlambeer]

  • Hit List Q&A: Rami Ismail of Ridiculous Fishing dev Vlambeer

    by 
    Joystiq Staff
    Joystiq Staff
    02.03.2014

    In the "Hit List" from the Academy of Interactive Arts & Sciences, the video game industry's top talents describe their current gaming addictions, their most anticipated releases and more. This week: Rami Ismail of Ridiculous Fishing developer Vlambeer. Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Wasteland Kings, Ridiculous Fishing, Super Crate Box, LUFTRAUSERS, GUN GODZ and Serious Sam: The Random Encounter. At his upcoming 2014 D.I.C.E. Summit talk Rami will present on "No holding back: A look at independent game development during three years of Vlambeer." Rami discusses The Golden Age for independent development, running through the last five years as he learned of the independent gaming scene, founded Vlambeer with co-founder Jan Willem Nijman, and slowly worked his way into a central figure in independent gaming. He will discuss lessons learned and applicable to an ever-changing scene, the importance of technological democratization and the shift in the relation between developers, platforms, consumers and partners.

  • Indie developers cautiously optimistic about self-publishing on Xbox One

    by 
    Jordan Mallory
    Jordan Mallory
    07.24.2013

    Microsoft's reversal of its publishing philosophy for the Xbox One has obvious and wide-reaching implications for the indie development community. While the original plan mandated that developers release games through a third-party publisher or broker a deal with Microsoft itself, indies will now be able to self-publish. Furthermore, retail Xbox One SKUs will function as development units, which historically are more expensive and more difficult to acquire than off-the-shelf models. "Ideally, this news could have been broadcast more proudly and loudly months ago, giving indies more time to prepare strategies for upcoming games," Minicore Studios founder and CEO John Warren told us, "but I suppose they don't owe anyone that courtesy. We know now, so now we can prepare for life with a Microsoft console, which is something I wouldn't have said yesterday." Warren and his team at Minicore are in the process of Kickstarting PC, Mac and Xbox 360 versions of their latest project, Laika Believes: The Sun at Night. "I think releasing on Xbox One without a publisher is a big step forward, of course, but the fact that (eventually) I'll be able to use my retail console as our dev kit is huge," he added. "My secondary (maybe flailing and futile) hope is that the fees for publishing won't be insane. It's one thing to only have to shell out $600 for a dev kit, but quite another if we have to spend another $10k on publishing fees. My hope is they'll be content with 30 percent of revenue and be done with it." Cautious optimism was a consistent theme among most of the indie developers we reached out to, though some had greater reservations over Microsoft's inner machinations than others.

  • Indie Megabooth is so popular it has to add shared spaces, more changes

    by 
    Jessica Conditt
    Jessica Conditt
    06.26.2013

    Indie Megabooth has a problem. It's not something that's easy to bring up in polite conversation. Like a friend complaining that he has two dates in one night, or someone pouting because she has too much ice cream, the problem could easily be misconstrued as a humblebrag and brushed aside. But it's a serious issue. Indie Megabooth is too popular. "One of the problems we were running into, is that the amount of submissions that we have this year far exceeds what we can support," Indie Megabooth marketing mastermind Rami Ismail tells Joystiq. This is a major roadblock because Indie Megabooth's goal is to promote the full spectrum of independent games. Even though the Megabooth takes up the most space of any exhibit on the PAX East and Prime show floors, it isn't enough to give every willing developer a spot. Indie Megabooth hosts 40 - 60 developers at each show – that's larger than Sony's booth at E3 – but this year, 150 developers submitted 200 games for consideration, Ismail says. "We just don't have space for that," he says. Luckily, Indie Megabooth has a solution. Or two.

  • How live-streaming development can solve Vlambeer's clone problem

    by 
    Jessica Conditt
    Jessica Conditt
    06.19.2013

    [Image credit: Tommy Rousse] Vlambeer is going to live-stream development of its next game. This wouldn't be notable for many other indie developers, but Vlambeer's history makes this strategy appear, for lack of a stronger term, absolutely illogical. "At this point, all of our big games have been cloned," Vlambeer co-founder Rami Ismail tells me at E3. He goes down the list: Super Crate Box, Ridiculous Fishing, Luftrausers and Infinite SWAT all have clones. The only acceptable one is the Infinite SWAT "homage," Broforce, from South African team Free Lives, Rami said – it's an example of developers taking inspiration from a game and creating their own world with it. The other ones, though. Those are straight-up clones. These clones caused major problems for Ismail and Vlambeer's other half, Jan Willem Nijman. The Ridiculous Fishing clone affected the team so strongly that they almost stopped developing their own game completely. Ridiculous Fishing almost didn't exist. Because of a clone. Hence, Vlambeer live-streaming development of its next game sounds like a pretty terrible idea. Until Ismail explains his reasoning: "If you look at Ridiculous Fishing, one of the reasons the clone was such a nightmare was because nobody knew that we were working on Ridiculous Fishing. We had to rapidly announce Ridiculous Fishing while the clone story was going down, so people knew that it was our idea first and they stole it from us. With Luftrausers, when SkyFar hit, it was much better, because everybody already knew that Luftrausers was a Vlambeer thing and that SkyFar was a clone." That makes sense, actually. "No, it doesn't," Rami says. But Vlambeer is doing it anyway.

  • Ridiculous Fishing creator reeling from Apple Design Award, talks TU

    by 
    Jessica Conditt
    Jessica Conditt
    06.18.2013

    Vlambeer founders Rami Ismail and Jan Willem Nijman didn't think Ridiculous Fishing would win an Apple Design Award. Sure, it was in the running, but it was a long shot, and they had other places to be during the ceremony at WWDC on June 10 (E3, anyone?). Just in case, they asked Ridiculous Fishing collaborator and indie extraordinaire Zach Gage to go to the show, and he did. In flip flops. And shorts. And Ridiculous Fishing won. "Holy shit," Ismail laughed during our chat at E3. He was still getting over the fact that Ridiculous Fishing won an Apple Design Award, and that Gage collected it in what's commonly considered summer beach attire. So far Ridiculous Fishing sales have hit the "hundreds of thousands," Ismail said, and after the Design Award, sales spiked again. Even Elijah Wood got hooked on Ridiculous Fishing – or, as Ismail put it, "The Hobbit played it!"

  • Thievery at E3: Vlambeer developer's backpack full of games stolen

    by 
    Jessica Conditt
    Jessica Conditt
    06.13.2013

    Wednesday night, a black Samsonite backpack filled with an Asus laptop, two iPads, two Vitas, a Kindle, a bunch of European-US outlet converters, and "enough power cables to power E3," disappeared from an E3 party. The bag and everything inside of it belong to Vlambeer co-founder Rami Ismail. Ismail was at the Sony mixer at the Figueroa hotel last night, and he left his bag near a table for a few minutes. When he turned to reclaim it, it was gone. Today, Ismail filed a police report, but so far no one has produced any information about the thief. "It's pretty much my entire company in that backpack," Ismail said. Vlambeer is responsible for Ridiculous Fishing, Super Crate Box and the coming multiplatform game, Luftrausers. Authorities said E3 and its surrounding events provide a hotbed for burglaries, so keep a close eye on your bags. And if you spy anyone playing Luftrausers on a Vita that isn't attached to a Sony booth, hit up Ismail's Twitter.

  • Microsoft's message to indies with Xbox One: 'It was sort of weird'

    by 
    Jessica Conditt
    Jessica Conditt
    05.21.2013

    Microsoft's reveal of its next-gen console, the Xbox One, was high on broad entertainment apps such as Skype, interactive programming, media management and Kinect-powered features. Games saw a smaller showing, with two new announcements and a trailer for Call of Duty: Ghosts. Indie games got an even smaller nod – that is, none at all. E3 is right around the corner, with the Microsoft conference on June 10. Maybe that's where all of the Xbox One games are hiding, along with the console's indie plan. We asked a handful of indie developers what Microsoft's presentation today said to them specifically, and what they want to see at E3. Below we have responses from Rami Ismail of Ridiculous Fishing fame, Octodad's Philip Tibitoski, DLC Quest's Ben Kane, Charlie Murder's James Silva, Retro City Rampage's Brian Provinciano and Fez's Phil Fish.

  • Vlambeer 'fully intends' to fight Luftrausers clone

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    04.22.2013

    Indie developer Vlambeer is getting used to its games being cloned before final release, with the developer discovering today that its upcoming game Luftrausers has a clone called SkyFar on the iOS App Store. Freelance journalist Scott Nichols noticed the clone today, following its App Store release on March 24."We obviously endured a bit of a scare when news arrived of Luftrausers being cloned and released ahead of our own release schedule by another developer," Vlambeer lead Rami Ismail told us. "This time, however, it's not 'just' the idea of the game that has been cloned, but also the visual style. This gives us much more room to fight the whole thing, and we fully intend to."Ismail continued, "The developer of the clone has gotten in touch with us after Twitter exploded and let us know that 'acttuly we genrated our assets, Codes and all newly' and that the gameplay as indicated on the screenshots 'is not there in game as in the screen shots. We just done those screnshots for public attraction'. They signed off with the note that 'we really dont think it links your game at all.'"Vlambeer was famously at the heart of another cloning incident, when its 2010 browser-based game Ridiculous Fishing was cloned in 2011, while the developer was in the process of porting it for the platform. Another key issue with that clone, Ninja Fishing, was that it became a hit on the App Store. SkyFar hasn't seen such traction.

  • Vlambeer knows your C64 is in the attic, made Super Bread Box anyway

    by 
    Jessica Conditt
    Jessica Conditt
    10.22.2012

    When we first heard Super Crate Box would get a Commodore 64 version this December, our first question was, "Why?" As Rami Ismail of Vlambeer answers us, it's mostly because he can."When we released Super Crate Box almost two years ago, one of the things we kept on hearing was that the game felt like the classics – the arcade era of old," Ismail says. "We like to think that our games could've been made in the 80s – that they would've worked in some way on a C64 or similar. When Adam Saltsman released C64anabalt, we decided that it could be worth trying to see whether it'd work. We got in touch with the team that developed the C64 version and decided developing a real, actual C64 version was the ultimate test."OK, that's fine, we thought. Developers challenging themselves is a great way to ensure the industry doesn't stagnate. But then we thought of another conundrum. "Who the hell still has a C64?""One of us does have an old one somewhere, although we're not quite sure whether it still works," Ismail says. "We don't know how many people actually have a C64, but we hope that enough people would grab it from their storage to give Super Bread Box a try. Either way, we're mostly doing the project because we want to see whether it is possible."

  • Here are the current most-hated game genres in F*ck This Jam

    by 
    Jessica Conditt
    Jessica Conditt
    10.11.2012

    F*ck This Jam is all about anarchy on the indie scene, challenging developers to pick their most hated genre and create a brilliant game within it. Founder Rami Ismail isn't doing this because he's a sadist; he believes in the possibility for beauty in resentment. So far the top three most-hated genres submitted to F*ck This Jam are social, sports and racing games.As Ismail sees it, some of the best indie games are borne out of a disdain for a particular genre: Alexander Bruce's Antichamber is a study in aversion to puzzle games. Ramiro Corbetta's Hokra, on the other hand, is a minimalist take on a sports game that similarly blurs the genre's definition."The idea is to get people to challenge established rules and conventions," Ismail says. Even the jam itself is an anomaly: It lasts an entire week, where standard jams last two days or so. Ismail and co-founder Fernando Ramallo are setting up a transparent website for all the developers to post updates, live stream their games-in-progress and share their creations with the world, every step of the way."Traditionally jams are an introverted thing," Ismail says. "But jams are supposed to force people to do things differently, and F*ck This Jam will challenge the notion that jams are introverted."

  • You light up my life: What Steam Greenlight is for indies, from indies

    by 
    Jessica Conditt
    Jessica Conditt
    09.06.2012

    Steam Greenlight isn't for everybody. Literally – five days after pushing Greenlight live, Valve implemented a $100 barrier to entry in the hopes of eliminating the barrage of prank game ideas by people who don't "fully understanding the purpose of Greenlight."Before the fee, it was difficult to know what Greenlight was going to mean for the indie community, since its "new toy" sheen hadn't yet dissipated. It's even more difficult to gauge what Steam itself wanted Greenlight to accomplish, with or without the fee.In its launch announcement, Valve says Greenlight will serve "as a clearing house for game submissions" and "provides an incredible level of added exposure for new games and an opportunity to connect directly with potential customers and fans." If that sounds a lot like Kickstarter, it's because it sounds a lot like Kickstarter. This isn't a bad thing; it equates Greenlight to something that has run the online course and has experienced public showdowns and successes, something known.While a few developers benefit from the high-speed, viral-hinged community vetting of crowd-sourced creative sites, even more have failed. Still, sites such as Kickstarter truly can help raise awareness for a legitimate project, even if that interest doesn't transform into cash. In this sense, Greenlight has an advantage, in that it's not trying to raise money. It only wants attention.Developers want their games to reach astronomical levels of awareness as well, and recently this translates into a fixation on one particular service for the success or failure of their projects – Kickstarter, and now, Greenlight. Hundreds of pitch emails switch from titles such as "Snappy the Turtle, a new indie adventure game" to "Kickstart Snappy the Turtle" or "Vote for Snappy the Turtle on Greenlight." This shifts the focus away from the game itself, in both the mind of the developer and the person receiving the emails.Since most people receiving the emails are video games journalists and potential publishers or fans, it's safe to say they don't particularly care about Kickstarter or Greenlight – they care about the game. So should the developer, more than anything.Those who have succeeded on the development side offer a unique perspective on Steam Greenlight. We asked a few what they think about the service, the $100 and its impact on indies: Adam Saltsman, Markus Persson, Edmund McMillen, Christine Love and a group discussion among Rami Ismail, Zach Gage, Greg Wohlwend and Mike Boxleiter. Their thoughts are below.