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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

Nosebleed Interactive's Andreas Firnigl on crafting a spin-off of Poncle's smash hit: pub prototypes, shared rules, last-minute changes and more

Andreas Firnigl started his career as a tester on Big Mutha Truckers, way back on Gamecube. He founded Nosebleed Interactive almost 15 years ago as CEO and creative director.

In 2023, an old contact I had worked with 15 years ago – and who is now at Poncle – came to us with the amazing opportunity to collaborate on a Vampire Survivors spin-off.

Luca Galante, the creator of Vampire Survivors, had come up with the idea for a card game spin-off and had already developed an early prototype, but Poncle wanted an external studio to help turn it into a complete game. So lead designer Luke Wintflint and I worked with Luca and Poncle to evolve that idea into what became Vampire Crawlers.

After 15 years making games and working with other studios, Nosebleed Interactive has learnt a lot about how to treat someone else's IP and how to collaborate with external partners. We learnt even more on Crawlers, and I want to share some key lessons that you can take away and apply at your own studio.

Naturally, understanding the IP you are working on is vital. Yet it's even more important to demonstrate to the client that you understand it.

I've put a stupid amount of hours into Vampire Survivors in order to understand all the little nuances and tics that most people won't notice. This kind of intense playing helps you to understand what is changeable and what is not.


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