Interview with Rami Ismail

Fictional Interview with Rami Ismail
Disclaimer: This is a fictional creation inspired by Rami Ismail’s public persona, industry insights, and contributions to game development. It reflects his advocacy for inclusivity and his experiences as an indie developer.


Interviewer: Rami, thank you for joining us. You’ve been a prominent voice in the gaming industry, not just as a developer but as an advocate for global game development. Let’s start with your journey. How did you get into game development?

Rami Ismail: Thank you for having me! My journey started when I was a kid, fascinated by games and how they worked. I grew up in the Netherlands but with a mixed cultural background, and games were this universal language that transcended borders.

I didn’t go into development thinking I’d change the world or anything—I just wanted to make games. But once I started co-founding Vlambeer and creating games like Nuclear Throne, I realized how much impact this medium can have, both as an art form and as a way to connect people globally.


Interviewer: You’ve been vocal about the challenges indie developers face. How do you see the indie landscape today compared to when Vlambeer started?

Rami Ismail: It’s very different. When Vlambeer started in 2010, indie games were just beginning to break into the mainstream. There weren’t as many tools, platforms, or resources for indie developers. Steam was just opening up to smaller games, and platforms like itch.io didn’t exist yet.

Today, the tools are more accessible, which is amazing, but the market is also way more saturated. The challenge now is less about making a game and more about standing out. At the same time, the barriers for entry are lower, so we’re seeing incredible talent from all corners of the world. That’s something I’m very excited about.


Interviewer: Speaking of global talent, you’ve worked tirelessly to support developers from underrepresented regions. What drives that passion?

Rami Ismail: Growing up with a mixed identity made me very aware of how different cultures experience games. I realized early on that the industry was dominated by Western voices, and a lot of incredible stories and perspectives weren’t being represented.

Traveling and meeting developers from places like Southeast Asia, Africa, and South America has been eye-opening. These regions are full of creativity and passion, but they often lack the resources or visibility that developers in more established markets have. I believe that amplifying those voices makes the industry stronger and more diverse.


Interviewer: You’ve also been a strong advocate for inclusivity and accessibility in games. How do you think the industry is progressing in these areas?

Rami Ismail: We’ve made progress, but there’s still a long way to go. More studios are starting to prioritize accessibility, whether that’s through features for disabled players or localization for global audiences.

Inclusivity is improving, too, but it requires constant effort. It’s not just about hiring diverse teams but also about creating spaces where those voices can truly contribute. We need to move beyond tokenism and really embrace different perspectives at every level of game development.


Interviewer: You’ve spoken before about burnout in the games industry. How do you balance your workload, especially with all your traveling and advocacy?

Rami Ismail: Balance is tricky, and I won’t pretend I’ve always been great at it. For years, I pushed myself too hard, trying to do everything. It’s easy to burn out when you’re passionate about what you do, but I’ve learned to set boundaries and prioritize rest.

I also try to focus on impact. Instead of doing ten things poorly, I aim to do a few things well. And sometimes, that means saying no—which, for someone like me, isn’t easy.


Interviewer: Let’s talk about Nuclear Throne and Vlambeer’s legacy. What are you most proud of from your time with the studio?

Rami Ismail: I’m proud that we made games that resonated with people, from Super Crate Box to Luftrausers to Nuclear Throne. Vlambeer wasn’t just about making games—it was about proving that small teams could create something impactful.

I’m also proud of the way we supported other developers. Vlambeer was as much about community as it was about games. Whether it was sharing our journey, creating tools, or speaking at events, we wanted to leave the industry a little better than we found it.


Interviewer: Vlambeer’s closure in 2020 was a bittersweet moment for many. What led to that decision?

Rami Ismail: It was a tough decision, but it was the right one. Vlambeer had an amazing ten years, but both my co-founder, Jan Willem, and I felt it was time to move on and explore new things.

The industry changes, and so do we as creators. Vlambeer’s closure wasn’t an end; it was a chance to open new doors. I think of it as a celebration of what we accomplished and an opportunity to evolve.


Interviewer: What are you working on now?

Rami Ismail: A mix of things! I’m still involved in advocacy and mentoring developers around the world. I’m also working on some personal projects, though I’m keeping those under wraps for now.

One thing I’ve been exploring is how to use games as a tool for storytelling across cultures. There’s so much untapped potential in how games can bridge gaps and create understanding.


Interviewer: What advice would you give to indie developers, especially those in underrepresented regions?

Rami Ismail: First, don’t wait for permission to start creating. Use whatever tools you have and tell the stories that matter to you. Your voice is valuable, and the world needs to hear it.

Second, build connections. The indie community is incredibly supportive, and there are people out there who want to help you succeed. Reach out, collaborate, and don’t be afraid to ask for advice.

Finally, take care of yourself. Making games is hard, and it’s easy to lose sight of why you started. Remember to step back, celebrate small victories, and enjoy the process.


Interviewer: What’s your vision for the future of the gaming industry?

Rami Ismail: I want to see a truly global industry, where developers from every part of the world have a seat at the table. I want games to reflect the diversity of humanity—not just in their stories but in how they’re made.

I also hope we continue to push the boundaries of what games can be. The medium is still young, and there’s so much more to explore. I’m excited to see what the next generation of developers will create.


Interviewer: Rami, thank you for your insights and your continued work to make the industry better.

Rami Ismail: Thank you! It’s been a privilege to be part of this incredible community, and I’m excited to see where we go from here.


Rami Ismail remains a powerful advocate for inclusivity and innovation in the gaming world, inspiring developers and players alike.

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