Raphael van Lierop

Victoria, British Columbia, Canada Contact Info
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Experience & Education

  • Hinterland

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Publications

  • MIGS_2012: Seeking Transcendence: Demystifying Transmedia for Game Development

    Slideshare/MIGS

    [PLEASE REFER TO THE SPEAKER'S NOTES IN THE SLIDES or TRANSCRIPT in the SLIDESHARE VIEWER!] How & why to take a Transmedia approach to creating and nurturing entertainment IP, with a specific focus on video games and film. Presentation given by Raphael van Lierop (HELM Studio) and Zak Kadison (Blacklight Transmedia) at the Montreal International Game Summit, November 2012. | For more information about Raphael: www.linkedin.com/in/rvanlierop | For more information about Zak:…

    [PLEASE REFER TO THE SPEAKER'S NOTES IN THE SLIDES or TRANSCRIPT in the SLIDESHARE VIEWER!] How & why to take a Transmedia approach to creating and nurturing entertainment IP, with a specific focus on video games and film. Presentation given by Raphael van Lierop (HELM Studio) and Zak Kadison (Blacklight Transmedia) at the Montreal International Game Summit, November 2012. | For more information about Raphael: www.linkedin.com/in/rvanlierop | For more information about Zak: www.linkedin.com/in/zakkadison

    Other authors
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  • In the Shadow of Greatness - Sequels and Reboots Deconstructed

    GDC Online 2012

    In the era of reboots and trilogies, what are the challenges that a development team faces when it comes to how they treat beloved game IP's? This session will bring together developers from various studios who have all had their hand involved in recreating or reigniting projects that have previously struck gold. Special consideration will be given to how to follow up a successful or beloved story, including how to do right by the existing fans, while attracting the ever important larger…

    In the era of reboots and trilogies, what are the challenges that a development team faces when it comes to how they treat beloved game IP's? This session will bring together developers from various studios who have all had their hand involved in recreating or reigniting projects that have previously struck gold. Special consideration will be given to how to follow up a successful or beloved story, including how to do right by the existing fans, while attracting the ever important larger fan-base - and how you overcome the preconception that one must play the prequel before playing the sequels.

    Other authors
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  • Editorial: The True Cost of Free: What the RIse of Free to Play Might Mean for SP Games

    Penny Arcade

    Article on how the rise in prominence of F2P business dynamics in the traditional "core" games industry may impact the future development of story-driven single-player titles.

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  • Editorial: It's Time to Stop Feeling Sorry for Mainstream Game Developers

    Penny Arcade

    Guest editorial, where I share my thoughts about the outpouring of pity from gamers and journalists regarding the "state of the industry", and developer exploitation.

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  • MIGS_2011: The Blockbuster is Dead: Long Live the Blockbuster!

    Slideshare/MIGS

    There has never been greater competition for the hearts, minds and wallets of players. Most publishers have responded to these new realities by massively increasing focus around the development of smaller titles that exploit social media and online monetization models. On the other end, many publishers are also pouring resources into fewer big bets, recognizing that our hit-driven business rewards a smaller number of titles with a much greater piece of the revenue pie. In the midst of this…

    There has never been greater competition for the hearts, minds and wallets of players. Most publishers have responded to these new realities by massively increasing focus around the development of smaller titles that exploit social media and online monetization models. On the other end, many publishers are also pouring resources into fewer big bets, recognizing that our hit-driven business rewards a smaller number of titles with a much greater piece of the revenue pie. In the midst of this turmoil, many developers talk about the death of the middle-class game. But there will always be an audience for the blockbusters. In this talk, van Lierop touches on the realities of the game business, the development process, and opportunities for creative expression to show there is a future for smaller big games, and in fact, that embracing a focus on delivering smaller big experiences to our players is necessary for the ongoing success of our exciting medium.

    See publication
  • Editorial: Developer Man Talking: The Need for Spectacle

    PC Gamer Magazine

    Developer Man Talking Editorial: "The Need for Spectacle."

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  • Steering the Rocket: Harnessing the Power of Creative Teams

    Slideshare/GDExpo 2011

    Talk presented at the Vancouver Film School's annual Game Design Expo 2010. The talk was about the challenges of leading large teams of creative people, finding the balance between directing them effectively and ensuring maximum empowerment and self-expression.

    See publication

Projects

  • The Long Dark

    Hit indie survival game with over 10 million players and growing. Story, Survival — survive the Quiet Apocalypse through thoughtful gameplay in post-apocalyptic Canada.

    See project
  • Warhammer 40,000: Space Marine

    -

    Directed Relic's first multi-platform action game. Game sold over 1.5M units and was generally well regarded, in particular by fans of the venerated 25+ year old Warhammer 40,000 IP. Considered canon by the rights holder, Games Workshop. Presented a deceptively complex combat system seamlessly blending shooting and melee, and a blockbuster action experience in a dark science-fiction/fantasy world.

    See project
  • Company of Heroes

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    Responsible for driving the completion and execution of the game's Core Gameplay experience, in collaboration with the discipline leads. Producer of the Core Gameplay, AI/Pathfinding, Technology, and Audio teams. Helped guide the design and development of all core game systems. Wrote 1/3 of all unit dialogue in the game. One of three producers who shipped the highest-rated RTS of all time. After shipping, became franchise producer and set up development of the first expansion pack (Opposing…

    Responsible for driving the completion and execution of the game's Core Gameplay experience, in collaboration with the discipline leads. Producer of the Core Gameplay, AI/Pathfinding, Technology, and Audio teams. Helped guide the design and development of all core game systems. Wrote 1/3 of all unit dialogue in the game. One of three producers who shipped the highest-rated RTS of all time. After shipping, became franchise producer and set up development of the first expansion pack (Opposing Fronts), as well as helping establish the franchise plan.

    See project
  • Counter/Story Online

    -

    Provided overall creative direction and project leadership for this innovative kids-focused MMO. Of particular challenge was translating complex academic (PhD-level) research into childhood psychology and identity formation into concrete game mechanics and an overall IP framework that supports both the game and future transmedia exploitation.

    See project
  • Earth No More

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    Provided external creative direction and production management on this ambitious multi-platform original IP game. Supported the startup efforts of Recoil Games, the developer. Developed the IP bible, storyverse (story, characters, and world), and overall transmedia strategy for the IP.

  • Far Cry 3

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    Held the Narrative Director role on Far Cry 3, through concept development pre-production. Established the IP framework, storyline, characters, world, etc., as well as created the transmedia strategy for the game and spearheaded the development of narrative-rich game systems around Buddies, Progression, Territory Control, and Character Realization (in collaboration with the Animation team). Built a multi-disciplinary narrative team consisting of writers, level designers, and programmers, which…

    Held the Narrative Director role on Far Cry 3, through concept development pre-production. Established the IP framework, storyline, characters, world, etc., as well as created the transmedia strategy for the game and spearheaded the development of narrative-rich game systems around Buddies, Progression, Territory Control, and Character Realization (in collaboration with the Animation team). Built a multi-disciplinary narrative team consisting of writers, level designers, and programmers, which became a template for future projects at Ubi Montreal.

    See project
  • Game of Thrones MMO

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    Provided external creative direction support, specifically focused on accurately translating the Game of Thrones IP to an MMO construct. Particular emphasis on combat system, RPG elements, narrative structure, and world design. Also supported publisher-side project leadership with product positioning and communications with interactive rights holder, HBO.

    See project
  • Halo 4 Collector's Edition Strategy Guide (Prima)

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    Wrote all the exclusive Behind the Scenes content (48 pages) for the Collector's Edition, based on on-site interviews with the core leadership team on Halo 4 at 343 Studios. These interviews not only get into detailed information about the evolution and development of Halo 4, but shed a light on the personal stories and points of view of key members of the development team.

    See project
  • Loadout

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    Supported the studio leadership team (all the way from CEO to project leads) in developing their first original IP game. Provided overall guidance on IP, creative direction, gameplay design, and team leadership. Helped establish new process and framework for team structure, communication, and project management. Supported the transition from the game as a paid downloadable console title to a F2P game.

    See project
  • Mass Effect 3 Collector's Edition Strategy Guide (Prima)

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    Wrote all the Behind the Scenes content (40+ pages) for the Collector's Edition, based on on-site interviews with the development team and featuring stories on the evolution of the Mass Effect franchise, as well as detailed information on various aspects of the game's development. To date, the book has sold over 150,000 copies.

    See project
  • Merc Elite

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    Supported the development team with overall creative direction, emphasizing gameplay development and the creation of the IP framework for this near-future themed MOBA.

    See project
  • The Long Dark

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    Imagine the lights go out, never to return. Bright aurora flare across the sky, and all humanity’s technological might is laid to waste, neutralized in a kind of quiet apocalypse. Everything that has shielded humanity from the disinterested power of Mother Nature is suddenly wrenched from us, dropping us a few links down the food chain. Food and water are scarce. The roads are no longer safe. And winter approaches…

    Welcome to The Long Dark, the inaugural title from Hinterland, a new…

    Imagine the lights go out, never to return. Bright aurora flare across the sky, and all humanity’s technological might is laid to waste, neutralized in a kind of quiet apocalypse. Everything that has shielded humanity from the disinterested power of Mother Nature is suddenly wrenched from us, dropping us a few links down the food chain. Food and water are scarce. The roads are no longer safe. And winter approaches…

    Welcome to The Long Dark, the inaugural title from Hinterland, a new independent game studio comprised of veteran developers from the triple-A game industry. Hinterland’s core team have collectively worked on over 40 triple-A games on console and PC, and are now turning their talents to creating an independent game—an immersive survival simulation for the PC.

    Other creators
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  • Warhammer 40,000: Dawn of War

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    My first "real" gig in the industry. Scheduling, project management, running around putting out fires. Starting some too. Also managed localization (ouch) and wrote 1/2 of all the unit dialogue (AI barks) in the game.

    See project
  • Warhammer 40,000: Dawn of War -- Winter Assault

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    Provided day-to-day production leadership, as well as wrangled schedules to keep the team on task and on time. Handled external relationships (marketing, localization, etc.) including with the license holder, Games Workshop.

    See project

Honors & Awards

  • 2018 CLIO Awards — Shortlist

    CLIO

    Shortlisted for a CLIO award for “ELEGY”, a short film I wrote and produced, set in the world of THE LONG DARK. The CLIOS are the pre-eminent global award for creativity in advertising.

    https://clios.com/entertainment/winner/games-audio-visual-technique/the-long-dark/elegy-54017

  • 2018 Webby Award for Best Strategy/Simulation Game -- The Long Dark

    International Academy of Digital Arts & Sciences

    "The Internet's highest honor." - The New York Times

    https://www.webbyawards.com/about/

  • 2018 Webby Award for Best Writing -- The Long Dark

    International Academy of Digital Arts & Sciences

    "The Internet's highest honor." - The New York Times

    https://www.webbyawards.com/about/

  • Top 20 Under 40 -- Community & Business Award

    The Vancouver Island business community

    Selected from over 125 candidates as one of the most promising young entrepreneurs on Vancouver Island (population: 750,000), along with 19 other business and community leaders under 40 years old.

Languages

  • English

    Native or bilingual proficiency

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