How Vampire Survivors became Vampire Crawlers: Six lessons from building a game based on another developer’s IP
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How Vampire Survivors became Vampire Crawlers: Six lessons from building a game based on another developer’s IP

Andreas Firnigl began his profession as a tester on Large Mutha Truckers, approach again on Gamecube. He based Nosebleed Interactive virtually 15 years in the past as CEO and artistic director.

In 2023, an outdated contact I had labored with 15 years in the past – and who’s now at Poncle – got here to us with the superb alternative to collaborate on a Vampire Survivors spin-off.

Luca Galante, the creator of Vampire Survivors, had give you the concept for a card game spin-off and had already developed an early prototype, however Poncle wished an exterior studio to assist flip it into a full game. So lead designer Luke Wintflint and I labored with Luca and Poncle to evolve that concept into what became Vampire Crawlers.

After 15 years making video games and dealing with different studios, Nosebleed Interactive has learnt a lot about learn how to deal with another person’s IP and learn how to collaborate with exterior companions. We learnt much more on Crawlers, and I need to share some key lessons you could take away and apply at your personal studio.

Present you perceive the IP

Naturally, understanding the IP you might be working on is significant. But it is much more necessary to exhibit to the consumer that you simply perceive it.

I’ve put a silly quantity of hours into Vampire Survivors with a purpose to perceive all of the little nuances and tics that most individuals will not discover. This sort of intense taking part in lets you perceive what’s changeable and what’s not. Some issues will likely be elementary to the expertise and must be integrated, whereas others are issues that, frankly, gamers do not care about all that a lot. Realizing what can and cannot be modified is a signal you might be working on one thing you perceive, reasonably than doing a half-arsed superficial imitation.


Playing the paper prototype of Vampire Crawlers in the pub
Enjoying the paper prototype of Vampire Crawlers within the pub | Picture credit score: Nosebleed Interactive

The basics of Vampire Crawlers got here collectively in a short time. A pen and paper model that we performed within the pub through the early days of growth was surprisingly near the ultimate game. Nevertheless, in these early months, we paid much less consideration to the IP and had been as an alternative targeted on including content material, throwing in random stuff willy-nilly as a placeholder. We knew it could be fast and simple to repair later on, and knew sufficient in regards to the IP to do it proper – however Poncle did not.

We had the bones of a nice game, however it wasn’t clear to Poncle that we had a good Vampire Survivors game. So we downed instruments on every part else and targeted on fixing that – ensuring all of the names had been proper, matching up how stats would switch from Survivors to Crawlers, and so on. As quickly as Poncle noticed the subsequent construct, they gave us the inexperienced gentle.

In brief, do this work of understanding your companion’s IP – however be sure to present them you might have that understanding, too.

Embrace a little bit of ignorance

Followers of the IP will naturally be considering taking part in your new game, however you additionally want to verify it really works for individuals who do not know the unique title. This is the reason it is necessary to get suggestions from individuals who have not performed the IP in any respect.

There have been a couple of individuals at Nosebleed who hadn’t performed Vampire Survivors, and reasonably than encouraging them to strive the game, we requested them to keep away from taking part in it in any respect. Having some of us on the crew who’re coming in clear, because it had been, was a actual assist to stability the onboarding, which is so necessary in this sort of game. Relying an excessive amount of on information of the present IP might make it much less enticing to new gamers.

Overlook what you realize

Your companion is working with you as a result of you might have one thing to carry to the desk (there is definitely a lot of Nosebleed’s DNA in Vampire Crawlers). So lean into your strengths – however be humble. Be ready to study from how your companion works, and what works for his or her IP.


An screenshot of Vampire Crawlers from early in development
An screenshot of Vampire Crawlers from early in growth | Picture credit score: Nosebleed Interactive

Earlier than Crawlers, we might simply come off Arcade Paradise, the place the density of each pixel needed to be precisely right. Would Poncle do this? No.

We requested them about fancy assault animations. Their response? “Nah, we do not want these, simply flip the sprites round and transfer them ahead a second.” That is what works for this IP.

As soon as you are ready to overlook your assumptions of what’s necessary and the way video games ought to be made, it frees you as much as focus on what issues for that IP.

Converse nose to nose

Except you are within the unlikely situation the place a companion provides you an IP and says, “Do no matter you need with it, we do not care,” you are going to have some extent of suggestions course of.

Emails, Slack and all that stuff has its place, however I am unable to emphasise sufficient the significance of face-to-face video calls, and even in-person meet ups. You may really feel when somebody is getting excited and you realize you are on the correct monitor. You can too really feel when they’re resistant, and you may ask them why. Both approach, that direct forwards and backwards usually generates the most effective concepts.


Vampire Crawlers screenshot
In-person dialogue may be vastly efficient. | Picture credit score: Nosebleed Interactive

We had been in common contact with Luca from begin to end, and that benefitted the game massively. One particular instance of how our common face-to-face communication paid off was throughout a lunchtime assembly late in growth. Luca stated, “We do not have a writer respiratory down our necks, we have not introduced a launch date. I do know the game is nice proper now, however we might make it even higher.”

I knew our producer Gordon Bell can be crying on the prospect of us including issues to a practically completed game, however we mentioned how the game might be improved. That lunchtime dialog led to the event of the Gems system, and the game is much better for having it.

Intent is what issues

I’ve already defined why try to be ready to study from your companions, however there’ll nonetheless be occasions once you assume one thing is not working or is not fairly the correct strategy. This is perhaps a particular suggestion from your companion, or it is perhaps about attempting to switch one thing from their IP.

The important thing to coping with these conditions is to overlook the “factor” itself and as an alternative take into consideration the intent. Why are we doing it like this? What’s it you need the participant to really feel? What would you like the tip consequence to be? That approach, if the “factor” is creating some form of friction with the game’s different transferring components, you’ll be able to mould it into one thing with the identical intent that satisfies the game’s wants in a extra coherent approach.

Create a unified imaginative and prescient

We have lined figuring out the core pillars of an IP that may’t be deviated from and discovering the place your wriggle room is. However then there are two issues you could do. The primary is to speak the place you might be heading. It is simple sufficient to say “we’re making a card game based on Vampire Survivors,” however how ought to the game really feel, and why?

Many deckbuilders are about sluggish, considerate, strategic play, however that strategy is basically against the ethos of Vampire Survivors, with its extremely low barrier to entry. As soon as the entire crew understood that we had been making a game that was purported to hit the identical beats as Vampire Survivors reasonably than being a typical deckbuilder, we noticed large leaps. Ensuring everybody understands the place they’re heading and why they’re doing issues in sure methods is essential.


Vampire Crawlers screenshot
Typical deckbuilding would by no means have suited the Vampire Survivors IP. | Picture credit score: Nosebleed Interactive

The second and doubtless most necessary factor is to provide everybody in your crew a stake in that imaginative and prescient. “Here is what we’re doing, now get on with it for the subsequent two and a half years” is a very boring strategy to work. The entire studio must be energised and enthused by what they’re creating.

Giving the crew actual possession of what they’re working on gives you a significantly better finish product. In different phrases: “Here is the boundaries inside which we have got to remain, here is the place we’ve flexibility, here is what we need to obtain, and here is some issues we have to clear up. How do you assume we should always do that?”

You are going to get the most effective out of a crew if they’ve the liberty and suppleness to essentially make the undertaking theirs. When the ball is of their courtroom, they will give you solutions to your questions reasonably than being informed what to do. That is the place the magic actually occurs.

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