"We can just focus on making the game, and making the game itself is marketing for the game."- Vlambeer cofounder Rami Ismael highlights the value of developing a game like Nuclear Throne in public. The cofounders of Dutch independent game studio Vlambeer, Jan Willem Nijman and Rami Ismail, took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from developing Nuclear Throne in public (via regular livestreams) and releasing weekly playable builds to their fans via Steam's Early Access service. During the talk, Ismail and Nijman describe the costs and the benefits of making game development performative through bi-weekly livestreams, onstage events and a high level of interaction on development forums. Willem shared some interesting details on how the experience affected the development process and the design of the game, while Ismail focused on explaining the marketing, community management and sales implications of creating a game as public entertainment. It's a good talk, so we've gone ahead and embedded the free video of "Performative Game Development: The Design and Marketing of Nuclear Throne" above. You can also watch it here on the GDC Vault.
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Video: Vlambeer's experience developing Nuclear Throne in public
Vlambeer cofounders Jan Willem Nijman and Rami Ismail took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from livestreaming development of Nuclear Throne.