FATSHARK GAMELOFT ROVIO GAME TECH Issue 01

a self-funded game game a self-funded

Inspired by the vast, world-building tabletop game game tabletop vast, the world-building by Inspired intense an create set to out Warhammer, certainly co-operative studio And FPS the game. immersive an to gamers introduces Vermintide delivered. against side-by-side fght fantasy players where universe The Skaven. Rat—the Horned the of Children the received has series self-developed and self-published how and graphics its for detailed acclaim critical dark, the visceral captures animation the efectively Skaven. rat-like the of nature including games, of range diverse a produces Fatshark houses. publishing leading other for developed titles Vikings, the of War Krater, includes catalog studio’s The more With Dreadlands. and Cobalt, Island, Dead Escape the is 2 Vermintide players, global million three than date—powered to achievement outstanding most studio’s by a solid technology stack hosted in the cloud. Martin Wahlund is the CEO and co- and CEO the is Wahlund Martin Fatshark, of founder a role in founding Northplay (2003) and and (2003) Northplay founding in a role (2009). BitSquid development studio best-known for its for best-known studio development Before series. Vermintide Warhammer: this 2007, in Fatshark co-launching also played entrepreneur serial Swedish FATSHARK GAMELOFT ROVIO GAME TECH Issue 01 something special” we’d founded—to in 2014. The founded—to 2014. in AutoDesk we’d frst our funded AAA sale from the money End Warhammer: game, self-published subsequently we and – Vermintide, Times 2 to Vermintide Warhammer: released success. fnancial and critical something onto were knew we We of idea frst the with we when up came for work of a lot done We’d Vermintide. so we developers, and publishers other in work didn’t or did what a sense of had see Vermintide’s could We industry. the the blame can you Sometimes potential. a direction in goes a game if publisher was there but with, agree don’t you didn’t Vermintide if else blame to nobody and team, the challenged This succeed. something achieve to them inspired remarkable. “We knew we were onto onto were we “We knew right. get this to chance one had We opportunity get the studios Not many title, a self-develop and self-fund to way. the along destiny own their dictating to thanks possible made was Vermintide BitSquid—another of sale company the that came at the player in in that at the came player numbers” both their skills and their teams. teams. their and skills their both build were we Vermintide, developing When Left as such 1 titles 4 Dead by inspired 2. release a new and been There hasn’t and now, years 10 for titles these of a needed genre the that believed we boxes the all ticks boost. Vermintide wanted—FPS,we co-op, action, and fun. challenging “We wanted a squishy adversary a squishy “We wanted a build to wanted we With Vermintide, players allowed that co-operative game a common against together come to adversary this wanted And we adversary. not squishy, and new something be to portrayed undead orcs and usual the just The games. Warhammer other many in perfect These the were choice. Skaven they numbers; in rats come humanoid embody they and kin, their for care don’t and fght to players force They chaos. the defeat to order in together work horde. versus play to want gamers Not all and collaborate to want some games; FATSHARK GAMELOFT ROVIO GAME TECH Issue 01 experience. This can seriously afect the seriously can This experience. game. the of quality the and date release a step back take constantly to have You experience. game overall the at look and smaller the all are there course, Then, of you a game developing of challenges but basis, a regular on overcome to have us for fun so it much make what are these developers. features. We then go through these to to these through go then We features. ones which and work will ones see which destiny our control we now, won’t. Right so we games, and titles own our with possible. as agnostic try ideas as be to the with up It matter doesn’t came who one. it’s as a good long as idea, “We try agnostic” ideas to be to ways diferent so many There are Hack host We game. a new with up come together come teams Weeks, our where and ideas new generate a quarter to once will be negative. 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Vermintide 2 includes a new level level a new 2 includes Vermintide more and from Castle Drachenfels Lomer’s in options customization other among Wonders, of Emporium an is us, Vermintide features. For new updates these and adventure ongoing opportunity the re-enter players to give existing their with world immersive this and lore new characters, uncovering challenges. “It’s adventure” ongoing an very is today play in have we The game started we what to in with out similar Warhammer: released we when 2015 has But a lot – Vermintide. Times End stay to to true tried We’ve changed. new in added but mechanics, core the game new introduced and weapons adventures. and maps, modes, loot, It’s content. a new adding always We’re world. living modes, weapons, game new release We every because months, four maps and quality the reworking constantly we’re The game. the of functionality and Warhammer: of release December FATSHARK GAMELOFT ROVIO GAME TECH Issue 01

game” There are a lot of enemies in this game game this in enemies of a lot There are to challenging technically was it and them, handle AI the could that ensure seamlessly. everything that worked and processing the keep to also have You but science, data down—this rocket isn’t You nonetheless. get right it to have you consider to right, shading get the to need you GPU and requirements, and CPU the fact diferent the for that contend to have computers—some diferent have people low-end are some high-end and are same the everyone give to have —and you democratize to need You experience. by that do you usually and game the to wanted we but graphics, the removing that. avoid “You have to democratize the to democratize have “You the future” player’s perspective. I play Vermintide 2 perspective. Vermintide I play player’s player the see so what I can myself, a lot sure make feel, and sees, they what feel a universe towards working always we’re engaged. gamers keeps that “We have a clear vision for vision clear a “We have in to adhere we pillars core have We stays its it to true ensure to game this a as ethos—keeping co-operative play for experience the enhancing centerpiece, challenging is combat players, ensuring fresh content the keeping fun, and and a very clear have We entertaining. and working constantly we’re and vision feel just doesn’t game so it the towards a clear in lies Success game. other any like to a commitment and drive, and focus from the experience the at looking always personalities are the best part of the game” opposite sides of the world, it’s still an an it’s still world, the of sides opposite important friendship. the to contributed has this that I think the of one is and Vermintide of success Player game. the about most I love things co- the and games so in rare is interaction it brings Vermintide of nature operative life—allto personalities diferent these world. Vermintide the across engaging “The diferent player friendship. of idea redefne the to It’s time ‘real’ of often thought have People life, real in made those as friendships of terms the changing is gaming but the underestimated We’ve friendship. between lines The gaming. social of power a meet in you one and friend a real-life and blurring on keep to going are game It really dynamic. friendship the changing the in you’re if a diference make doesn’t on dungeon same the in or room same FATSHARK GAMELOFT ROVIO GAME TECH Issue 01 the efect on the team is terrible as as terrible efect is the team the on into themselves of so much put they’ve With Warhammer: its development. 2, incredible it’s an been Vermintide and critical both achieved that’s journey working always we’re and success, player momentum. this maintain to hard “We made a kid cry” a kid “We made enjoy people seeing by inspired We’re why is happy people Making do. we what games developing time so much spend we get can You ideas. with up coming and aspects, project the technical the in lost then, but admin, the and management, meet and a gameshow get to you when everything. One players, changes it the a young was fans ardent most our of one to him brought father his and child his behind team meet the to shows our of gave director game Our game. favorite tears. in was kid the and copy a signed him all it make that moments It’s those the love people see that You worthwhile. world this in immersed are and game devastating be It can built. we’ve that reviews; bad to launched is a game when games companies” proftable. On the other hand, there’s the the there’s hand, other On the proftable. a one-of prefers pay that to price player You constantly. game the into pay not and a game’s funding of a way fnd to have burning without development long-term gamer. the out services subscription see more we’ll I think no You games. of monetization the driving title your play to gamers all need longer games I’ve seen and proftable, be to it for they believe not I did where succeed see to interesting be to It’s going would. go—the games where generation older younger prefers the story-led while titles, free, open in interested more is generation Minecraft. like games world We need a more diverse developer core. core. developer diverse a more need We the at games play women that know We sense so makes it men, as level same games. building women more have to the in welcome felt always haven’t Women and changing are Times industry though. was, it but than industry open the more is overnight. happen to going isn’t change “We need more diversity in AWS AWS , Amazon Elasticsearch Elasticsearch Amazon , Amazon Simple Storage Service Storage Simple Amazon , , and Amazon Relational Database Database Relational Amazon , and

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“It’s predatory essential to avoid and online stores. online and content to clients, as well as for web pages pages web for as well as clients, to content Service (Amazon RDS). We also use We RDS). Service (Amazon certain distribute to CloudFront Amazon Service Lambda S3) (Amazon combination of Amazon API gateway Amazon of combination basis for informed decision-making. decision-making. informed for basis a using built is telemetryOur pipeline and provides us with an important an with us provides and including issue detection and debugging, debugging, and detection issue including closely aligned to our needs. Telemetry needs. Telemetry our to aligned closely aspects development, of many in used is providers, we realized AWS was most most was AWS realized we providers, After evaluating several diferent service diferent several After evaluating “AWS was closely aligned to aligned closely was “AWS FATSHARK GAMELOFT ROVIO GAME TECH Issue 01 TEAM STATS & FACTS STATS Lead Designer: Mats Andersson Executive Producers: Executive Mårten Stormdal, Martin Wahlund Lead Programmer: Wahlström Joakim Director:Game Anders De Geer Music: Jesper Kyd GAME STATS & FACTS STATS Launch date: 2018 March Metacritic score: 82 fact:Fast Vermintide Warhammer: 500,000 than more 2 sold after days four the in copies than more its and PC release a within copies million one month. Genre: Co-operative FPS Platforms: 4, One, Xbox PlayStation Microsoft Windows worldwide: Players 3 million+ Units sold: 3 million AWS AWS , STUDIO Amazon Amazon STATS & FACTS STATS , and , and eam Size: eam T 100 ServicesAWS include: API gateway Amazon Lambda ServiceElasticsearch game: Biggest hit 2, Vermintide Warhammer: sold units 3 million awards: Key Global the at Best Indie 2018 Awards Game Follow: @fatsharkgames Founded: 2007 FATSHARK GAMELOFT ROVIO GAME TECH Issue 01 QUESTION 02 Find out what the Fatshark team gained from self-publishing self-publishing from gained team Fatshark the what out Find industry games Kusmuk, Andjela talks as to he developers, game new team. Tech Game expert AWS the from