with Philippe Mesotten & Lars Driessen
Founder and 3D Modeler of Not A Company - Hoverloop
"We want to bring gamers back into the same house, room or even couch. Enjoying an ice cold beer or a nice warm snack, shouting battle cries at each other! Hoverloop is created by gamers for gamers. We love gaming and above all inviting your friends to play a game. What better to do than make your own Splitscreen multiplayer game! "
Network For Creators to follow and connect with creativity and social innovation
Would you like to introduce a bit about the origin and background of the Hoverloop team?
Philippe Mesotten, Founder of Not A Company, Hoverlord, Trekkie at heart.
Graduated at Howest in Belgium, as a Bachelor in Digital Arts & Entertainment. Did an internship as a VFX Artist at Larian Studios, on Divinity Original Sin: Enhanced Edition.
Went to work overseas (England) as a VFX Artist at TtGames, on LEGO Marvel Avengers & LEGO Dimensions.
Was missing Belgian beer & fries too much, so he moved back and started his own company, last year.
Lars Driessen, 3D Modeler, Hoverlooper, Star Wars fan at heart.
Graduated at Grafisch lyceum Utrecht (The Netherlands) in audiovisual/multimedia design. Also attended the Bachelor in Digital Arts & Entertainment at Howest in Belgium. Did an internship as 3D/Animation artist at Glow Studio.
My love for games, movies and anime have brought me to this point. Let's take the next step and create something truly great!
What does the name Hoverloop mean and what inspired you (and your team) to start Hoverloop?
Hoverloop is a game where you play as a donut-shaped jet which hovers like a hovercraft.
The first working title was just Hover but we eventually changed it to Hoverloop, which has a nicer ring to it when you say it.
So you basically play as a Hovering-loop, a "Hoverloop"!
The inspiration for Hoverloop came a little bit from the game Rocket League. Even though the gameplay and game modes are very different, we loved the split screen element it possessed.
What is the mission or philosophy of Hoverloop?
Hoverloop is created by gamers for gamers. We love gaming and above all inviting your friends to play a game. What better to do than make your own Splitscreen multiplayer game!
Before online gaming started to rise, multiplayer was mostly based on playing on the same screen. Split screen was awesome, playing with or against your friends. (minus the flying controllers!)
We want to bring gamers back into the same house, room or even couch. Enjoying an ice cold beer or a nice warm snack, shouting battle cries at each other!
What some of the key features of the design of Hoverloop how did differentiate yourself from the other games?
We are trying to make Hoverloop accessible for everyone, young and old. It is made so that it does not have a large learning curve or ultra deep skill trees.
Anyone can pick up a controller and join the game, in it's variety of game modes.
Speaking of game modes, we want the player to have a wide range to choose from, from the common deathmatch to airhockey and even some game modes where you have gravity on EVERYTHING!
Most importantly, we are giving something that is mostly ignored nowadays by big developers, splitscreen!
Given that the gaming industry is very competitive nowadays, what are some of the greatest challenges you have faced and how did you overcome them?
Well, there is an insane amount of indie companies out there that are trying to "make it". All with practically the same "parcours" they go through and all with their own unique game mechanics or ideas. It is very hard to stand out in the crowd. The main currency you need is -time-, deadlines are constantly flying around your ears and if you have a part time job at the same time, it will become very heavy on the mind after a while. The second currency is, well, money! You need cold hard cash for all the hardware/software/manpower and basic survival.
The most important things you need to overcome all these challenges is perseverance and motivation. If you are interested in the things you do, that perseverance will be there automatically. Having a colleague or more, to work with you on the project, also greatly boosts that motivation!
Whats the greatest achievement of Hoverloop?
I think, at this moment in time, that our game has been Greenlit on Steam by the community, and that we have been accepted to publish on Xbox.
We are very happy we can share our game with the Xbox- and Steam community.
What is the vision of Hoverloop in 2017?
At the end of this month we would like to get Hoverloop onto Steam Early Access. We are still in mid-development so lots and lots of content remains to be added, for example levels/drones/abilities/final 3 game modes/online mode/... We are planning to do some Expo's as well, like INDIGO 2017.
By the start of 2018, so around January of that year, we would like to officially launch the game on PC and Xbox One.
Any advice for future entrepreneurs and startups?
-You cannot do it alone, remember that. You will need to get support from other people that are enthusiastic about your project.
Even if it's just for promotion or motivation.
-Have a plan. Make sure to plan months or even a year ahead. Set deadlines for yourself and others and make sure you have some time buffer before each one. (because things never go the way you want, on time)
-If you get lots and lots of feedback from people that your idea is bad or is going to be unsuccessful, do not be afraid to "kill your babies"! (do some research beforehand, sometimes people are wrong)
-Make sure you get some off time. Working endlessly for months can crack your body, get some rest when you can. A fresh mind also makes you more creative and productive!