In 2016, I founded a game company called Gorlami. Here's the story behind it.
In 2016, after years working in Advertising, I’ve decided to try something new. To create a Game Studio called Gorlami!. Here’s the story of how that happened.
In 2014, I started working as a Digital Marketing Manager at Joy Street, a game company specializing in educational games for schools and nonprofits. My role involved promoting their games and developing marketing and media strategies for the company.
Through my daily interactions with the development team, I gained a fascinating glimpse into every aspect of game creation, from art and animation to coding, QA testing, and more - One developer's suggestion sparked something in me: learning to code could be a hobby. I began with Swift, a language for iOS development, but it wasn't a good fit. Terms like "Boolean" and "float" flew right over my head.
Not willing to give up, I switched gears to learn Unity and C#. Suddenly, it clicked like magic. This new world of possibilities ignited my passion. I could create games, apps, and anything else my imagination desired.
The coding itch wouldn’t quit, so I had to turn this hobby into something more. It was in 2016, while I was talking to Rodrigo, a designer friend of mine, that the idea to create a game studio was born. We wanted to do something bold, something with a wink. The name we chose? Gorlami!, a reference to the movie Inglorious Bastards by Quentin Tarantino.
Gorlami! was born and our goal was very simple - we wanted to create Advergames, games specifically developed to promote a particular product, service or brand. But we had a problem at our hands: no one knew us or what our games could look like.
Instead of panicking, we saw this as an opportunity to level up. We decided to build a portfolio of bite-sized, fun games that would showcase our skills and could pave the way for Gorlami!'s future.
Here’s a quick preview of the projects we created:
A Bedou is an old entity that lives inside every one of us. They're usually cool and easygoing, but you don't want to be around when they get hangry. The game was a quick and fun distraction, and you had to take care of your player feeding them with everything they asked for. OR ELSE
The worst fear of this hippo is getting sick. Help him run away from viruses and get all the medicine he can, while wearing 7 different costumes. What? It's important to look good while you're trying to look healthy.
There is a disaster coming and you are the only one who can stop it. Trump and his inner demons are trying to attack the USA but you have the biggest american icons to help you out. Now, c’mon! Lets make America great again in our way. Kick his wig off!
On this phase I had to wear multiple hats - I was the Game Developer, Producer and led the outsourcing efforts for assets needed like music, code and art.
My responsibilities included:
Sprint Planning - Each sprint I’ve worked with the team to create a sprint plan detailing what the team needed to accomplish and how we planned to work.
Product Backlog - Creating the product backlog to track progress and keep the team informed on what’s currently happening on the project.
Communication - Being the key point of communication within the team, pro-actively helping team members that are blocked or are experiencing issues.
On the day to day operation, my work involved:
Managing a game studio for the first time proved to be a significant learning experience, filled with both challenges and successes, but building our first game stretched our abilities and provided valuable insights.
This postmortem will share key takeaways from our journey, highlighting both the effective strategies we implemented and the pitfalls we encountered.
With the portfolio finished and tons of lessons learned, it was time to approach agencies and studios itching to enter the gaming world but lacking the know-how. Our brand and diverse games were our calling cards, ready to open doors and attract clients.
As luck would have it, an opportunity knocked while we were building momentum, we participated in a Startup program created by Recife City Hall, and Gorlami! was the only game company selected in the process.
This provided us with our first office space and access to valuable mentors who guided us on our journey.
Gorlami was tasked with creating a game for the re-election campaign of Recife's Mayor. Aiming to engage young voters and inform the users what has been done by his current administration.
The game took the form of an interactive city builder, allowing players to virtually experience the Mayor's accomplishments like the newly renovated Botanical Garden and the launch of free coding programs for students.
After the success of our first government project, Gorlami! was handpicked by the Brazilian Ministry of Health to tackle a critical public health challenge: raising awareness about HPV vaccination and combating its spread in Brazil, where the virus remains prevalent among young adults.
Our heroes gain microscopic sizes in a laboratory experiment and are transported into the immune system to combat the great villain Harry Papilos V. And that's where you come in. Choose which hero you will live this adventure with and also count on the help of Dr. Vacin, who takes all your health and has important tips to face the 15 stages and 3 bosses.
At each step, you will understand how important vaccination against HPV and Meningitis C is, and how we have to give importance to the battle in the game as it is in real life.
Back in 2017, we stumbled upon an awesome animation on YouTube called Super Science Friends - They are a team of super powered scientists who travel through time fighting nazi clones, space ghouls and their own scientific rivals.
Never seen it? Click here to watch the episodes for free!
We were instantly hooked and had a crazy idea: partnering with the creators to develop a "beat 'em up" game inspired by classics like Streets of Rage and Turtles in Time. We visualized intense battles, tons of jokes, and the pure fun of classic brawlers.
To make this dream a reality, we launched a Kickstarter campaign along with the animation studio to secure funding. While we fell short of our goals, the experience was invaluable. We learned a ton, connected with passionate fans, and solidified our own passion for making games.
You can play a demo version of the game here: Super Science Friends: The Game
Due to a time paradox Adolf Hitler is back from the dead and has gathered all of the super villains together to kidnap the Super Science Friends! It’s up to Einstein to rescue them (and unlock them as playable characters)! Fight your way through 12 awesome levels each taking place in a different period of time (and space). Defeat classic Super Science Friends villains like the Soviet Space Ghouls, Thomas Edison and more!
On this phase at Gorlami!, I was responsible for the creative direction of the projects, as well as for the strategy of dissemination and profitability, making sure we had a healthy ROI (return of investment) of the projects within the company, managing customer and team interests and helping define the product vision commercially guiding the success of a product and leading the cross-functional team that is responsible for improving it.
I was also responsible for planning, executing and closing projects. Defining the project, building its comprehensive work plan, managing budget and team as well as expectation of stakeholders.
On the day to day operation, my work involved:
During this crucial growth phase, Gorlami! saw its team expand from its initial founding duo of myself and Rodrigo to a talented pool of 8 individuals. This expansion welcomed developers, artists, and animators who brought their diverse skillsets to our creative vision.
This postmortem will share key takeaways from our journey, highlighting both the effective strategies we implemented and the pitfalls we encountered on this phase where we led directly with clients.
Leveraging my diverse skills in advertising, games, and 3D design, I craft dynamic, engaging, and captivating projects.
Client:
Gorlami! Games
Role:
Producer/Developer
Team Size:
N/A
Platform:
iOS/Android
Engine:
Unity
Year:
2016-19