Vampire Hunters: Gamecraft Studios Q&A on Fusion & Innovation

08/03/2024

Navigating the rich tapestry of the video game industry to create something genuinely unique is no small feat. Yet, "Vampire Hunters" emerges as a striking example of how creativity, innovation, and a deep understanding of genre blending can lead to a captivating gaming experience. Having personally delved into the steampunk-infused, monster-ridden landscapes of Transylvania that "Vampire Hunters" offers, I found the game to be a refreshing take on the Roguelite, FPS, and Survivor genres. 

This curiosity led me to Tiago Zaidan, the game producer behind this bold venture, to uncover the roots of its inspiration and the journey from concept to reality. Our conversation not only shed light on the creative forces driving "Vampire Hunters" but also highlighted Zaidan's vision for a game that dares to redefine player expectations.


Q: What initially inspired the unique concept of 'Vampire Hunters', especially the novel mix of Roguelite, FPS, and Survivor genres within a steampunk Transylvania setting? Were there specific games or movies that influenced its design?

A: Vampire Hunters was born at the beginning of 2022 year during an internal game jam we held at Gamecraft Studios. The main idea behind Vampire Hunters was to incorporate the beloved gameplay mechanics from Vampire Survivors into a different genre, in this case, an FPS. We believed that an old-school FPS would be a perfect fit. We are huge fans of the Vampires so having a Transylvania made a lot of sense for us, movies like Underworld, Van Helsing, and Blade contributed to that. The steampunk setting was the final touch because of the absurd amount of weapons stacking in the game.

Q: Can you walk us through the creative process behind the game's standout feature of stacking up to 14 weapons? That's something I've never seen before. What challenges did you face in implementing this mechanic, and how does it enhance the gameplay experience?

A: During the initial stages, we planned to have one hand for stacking up to 5 weapons. However, after testing this concept, we thought, "Why not add another hand?" And then another, and another... In the end, we ended up with 6 hands! It's quite amusing because when we attempted to depict the character's appearance, it turned out to be quite absurd. Fortunately, since it's an FPS, players can use their imagination! At one point, we even considered replacing a hand with a foot, but we decided to stick with the hands. Survivor's games are known for the great amount of firepower the characters have. When creating Survivors in FPS we knew how important it was to have this absurd firepower in the game, so having lots of guns sounded perfect to us.


Q: How did you decide on the variety of weapons available to players, from classic revolvers to unconventional tools like a high-pressure holy water hose? What was the process for balancing these weapons to maintain game fun and challenge?

A: One particular weapon has a pretty cool story. We aimed to capture the most iconic weapons in video game history, and one of them that we added to the game is the Ripper from Unreal Tournament. We received a mention in a tweet from a user thanking us for including the Ripper because it brought back fond memories for him. We also like trying new combinations and the inspiration comes from literally everywhere, like the high-pressure holy water hose that you've mentioned that came from the firefighter's water hose.

Q: Could you share some insights into the development timeline of 'Vampire Hunters'? From concept to launch, what were the key milestones and hurdles you encountered?

A: This is the first game we're developing in Early Access, so we anticipated a significant learning curve during this phase, been able to develop so close to the community, and we're really loving that. Furthermore, the fact that Vampire Hunters originated from an internal game jam has proven to be an invaluable experience. The innovative nature of the game Jam translated into Vampire Hunters, making it truly stand out with the weapon stacking mechanic. We entered the Early Access with our timeline completely opened, we really wanted to listen to our players and make it a better game. We are super happy because that's what happening, if you compare the current version with the one we've launched, it's a completely different game and we are very satisfied with it. That's why our focus lies on creating more content.

Q: Running a game development studio in Brazil must be quite the adventure, especially when comparing it to other global gaming hotspots. It's a long way from the gothic castles of Transylvania to the sun-drenched beaches of Rio. How does this vibrant setting influence your studio's work?

A: I believe that the "Brazilian happiness" is rotted really deep into our everyday life here in the studio. Unfortunately, we are not in Rio and are kind of far from the beautiful Brazilian beaches but the weather here is great. We love what we do and the warm weather really warms our lives.

Q: How did the team approach the design of the steampunk environments of Transylvania? What research or inspiration went into creating these unique settings?

A: There was a lot of inspiration from other vampire movies, like the ones I've mentioned, and we initially focused on creating the interior of a Transylvania Steampunk castle, but now we're expanding to other locations. The new map we are working on is not a "normal" Transylvania setting but fits really well for the game. We are super excited to release it in April.

Q: With such a diverse arsenal at the player's disposal, how did you ensure a balanced difficulty curve that challenges players without overwhelming them? Can you share any insights into the playtesting and feedback-gathering process?

A: We love generating new ideas and experimenting with crazy concepts. We are not only open to ideas from our internal team but also from our players, which is why we're entering Early Access. Since we'll be creating new levels, weapons, perks, upgrades, constellations, etc., during Early Access, we are open to all the crazy ideas we believe will fit nicely into the game.

Q: Upgrades play a significant role in 'Vampire Hunters.' How did you design the upgrade system to encourage players to experiment with different weapon combinations and strategies?

A: We really like roguelikes. Having previously worked on other rogue-lite and action games provided us with valuable insights, enabling us to create thrilling perks, upgrades, and an overall exhilarating gaming experience. We are also really close to our players so their feedback has been crucial to make Vampire Hunters super fun to play.

Q: How has the community's feedback influenced the development of 'Vampire Hunters'? Can you give examples of changes made or features added based on player input?

A: It's been the heart of the development and we are really loving the experience of creating the game with our players. The first version of Vampire Hunters featured a corridor-like mechanic. A lot of our players asked for an arena-like gameplay and we've released it as an update. Now, it's the main focus of the game.

  • Q: Looking ahead, are there any updates, expansions, or new projects in the pipeline for Vampire Hunters that fans can look forward to? How do you see the game evolving in the future?

    A: Absolutely! We are working on a lot of new content for Vampire Hunters. The game has changed a lot since the initial release and we are super happy with its current state. That's why putting our efforts to new content makes a lot of sense to us. We believe the game improves a lot with each new map and weapon we create, so we are really excited to see our players enjoying the new content we are working on.

    Sound and Music:

    Q: The dynamic and immersive soundtrack, with its rock and heavy metal influences, plays a crucial role in enhancing the retro, old-school FPS vibe of 'Vampire Hunters.' Could you share insights into the creative process behind selecting and integrating this specific genre of music into the game? Who was responsible for composing the music and sound design?

    A: Absolutely! We are super rock and heavy metal fans and we've always wanted to create a game that fits a soundtrack of these genres. A FPS where you stack 14 weapons looked perfect for it! So we start looking for music to license and put in the game. We are having a blast in this process and we hope to have new music in the game! We have licensed music from composers like Karl Casey and Escaramucho.

Q: The soundtrack in 'Vampire Hunters' really stands out to me, especially as a musician and a fan of old-school games. The heavy metal and rock vibes fit perfectly with the game's action. Are there any plans for releasing an official soundtrack DLC?

A: That's awesome to hear! We got a lot of amazing feedback about Vampire Hunter's soundtrack and that's super awesome. We don't have plans for that right now but it may happen in the future.

Q: In the development of a game, at what stage does music integration begin, and how do you collaborate with musicians to ensure the soundtrack aligns with the game's atmosphere and pace?

A: One cool thing about Vampire Hunters is that the soundtrack is not fixed depending on where you are in the game. So we can constantly add more songs to the game and let our players choose which one they like more.

Q: What's on the horizon for 'Vampire Hunters'? Any sneak peeks you can share with fellow gamers eagerly awaiting what's next?

A: The horizon is bright! Our focus right now is to create more content for the 1.0 release. We don't have a final date for the 1.0 release yet but our plan is to keep creating more content and updating the game even after the 1.0 release. As long as we have a lot of people playing Vampire Hunters, we want to keep bringing more content to them. What I can say right now is that we have another huge content update planned for April, where we'll introduce a new map and more weapons and characters!

  • Reflecting on our enlightening conversation with Tiago Zaidan, it's clear that "Vampire Hunters" is more than just a game; it's a labor of love and a bold statement in the world of video gaming. The journey from an internal game jam to a beloved title within the gaming community underscores the significance of innovation, teamwork, and listening to player feedback. As "Vampire Hunters" continues to evolve with new content and features, it stands as a testament to the endless possibilities when developers dare to dream big and challenge conventional genre boundaries. For players and enthusiasts alike, "Vampire Hunters" not only offers an exciting and dynamic gaming experience but also invites us to be part of its ongoing journey. As we eagerly await what's next for this remarkable game, it's clear that the adventure in the steampunk landscapes of Transylvania is far from over

  • We eagerly anticipate welcoming Tiago and the innovative minds at Gamecraft Studios back to Fix Gaming Channel. The future holds endless possibilities, and I personally look forward to the chance of engaging in yet another enlightening discussion with Tiago.


Gameplay:

Stay tuned to the FIX Gaming Channel for more exciting features and deep dives into the world of gaming!

Ronny Fiksdahl

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