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Create free account[Music] [Music] so hello everyone my name is Dan I run a game studio called the L during games and were stationed in Sweden and yeah like like when I was presented I'm gonna talk to you today about how I went from the hospital bed to create my hit game sort of so we started back in Sweden back in 2007 that's when I made the first like my first game and there was way back when I did flash games and stuff like that today we're a fireman fire staff team we're located with in Stockholm well with our offices next to the Royal Castle there we're developing
the clear vision sniper game series we have over a million place on their older flash versions and 35 million downloads plus on the mobile versions with a quite a few reviews and a good average score so we've been doing something pretty pretty good we're developing two games right now one is published online that haven't got show a little bit of footage show later on and we're estimating that we're gonna release it later this summer so yeah so how it all started how where did I start how did I end up but going from the hospital bed and eventually you know developing this game and I used to play a lot of football and I dedicated all my resources or all my energy to become a professional football player and there was I you what I wanted to do so but yeah practice a lot of lost practice a lot I have a twin brother we used to
practice a hell of a lot so but one day I started having a pretty weird pain in my lower back and I wasn't quite sure what was I remember I was like having a test in school and this pain just you know became more intense and I started sweating and stuff so I finished the test went back home that night I woke up with a lot of pain and it was all really sways so I ended up in a hospital bed and I was basically fighting for my life and obviously in a lot of pain I was on morphine 24/7 my dad was meeting with me the whole time and he he lost more weight than I did even during this day because of you know we're young and stuff like that so I was in a bad place and I couldn't really you know practice football and do what I wanted but I had always had his you know interest for games and animation and I've been really active in animations for him and stuff previously and now now I couldn't play
football for quite a time I I was able to start thinking about a game idea and how to make it a reality so during the time that I couldn't play football and and do that I started learning how to make games pretty much by myself so learn programming animation stuff like that the software and that was yeah like that the games out there back then relax a lot of you know story and meaning behind the games so that's why I set out to do this this first game and it was released 2007 were like previously mentioned and it was the first game in a clear vision series yeah so we each did some got a sponsorship deal and I was only 17 years old and I realized I could actually earn a little bit of money from something that just truly enjoyed doing and so here's some screenshots from that
very first game open left you get to see like the engaging storyline and it's basically the main character his parents are killed and he's taken to become this child soldier hand he's uh he's trained to become a soldier escapes and then like that's all he knows so he decided to become a hit man after he gets out of there mix up the first mobile version and some screenshots from there and then we had a clearer version three which is the latest one that's currently out there so far let's see yeah so just like a quick recap of the soul in the journey here it's like 2007 I could hospitalised started developing the first game put all my energy and and yeah effort into doing that and yeah games did very well I was starting to earn a bit of money so
I kept doing that for a couple years I got my office I got apartment and then set out to learn and develop for mobile games and it was and took some time and time and effort and eventually I had to move back home terminated office space because of the yeah because of the time basically and everything cost money so and then then yeah when Clara's in three and 2016 I moved to Stockholm got a bunch of I got a couple of really talented guys to work with stuff like that so this year as you can see we're working we're really working hard to get collisional line out I'm gonna show a bit of footage off and also we weren't gonna be we play publish who's a marketing strategist so so the next level this is where so hey I want to show you a little bit of footage from encryption online and see if this works
yeah there we go so clear vision online if I would if I would summarize it in one sentence it will be like a sniper strategy game is basically a synchronous multiplayer which other you know we would like to have fun with our games we try to pack in a lot of humor in there plenty yeah multiplayer synchronous gameplay you get to have your own base and all the people have their bases and you when you attack him there in the base and their sexual missions you get to recruit specialist cards to defend your base you build their own brutal weapons and there's like endless combinations that you can do with them and it costs my to play a character yeah any use a mix of strategy and sniper skills to do a race in the world rankings so I have a little a gameplay video link that I would like to show ya not sure how actuate it
all right so this is what we call the man cave it's from here you access all the game's features and at the top here you get to see the weapons desk and you can you get to choose between different weapon parts you can combine these any way you like so that that gives a lot of different different combinations that you can pull off so this is one of my favorites that one it's a we call the bean shooter so next up you can go up into your base and you can upgrade the buildings from from being in a little tent and all this makes it harder for the opponent to take you out that's what it's all about so we went into a bigger tent and an even bigger tent and then you get to choose your different locations and yeah different environments moving stuff around everybody likes that alright I think I'm
gonna choose to leave on the beach ways it's just yep like I said you can also customize your character in different ways it's like your avatar picture so you get to do a lot of different poses a lot of poses now yeah alright let's see let's actually get into the gameplay down there by attacking so this is basically you know tinder for sniper you swipe left to to choose another target yes here's some basic gameplay this is a - we're just entering beta right now so this is still yeah you didn't stand a chance sec there you go and we have a
little loop box right there leading from the loot boxes all right I think that's I I was hoping you know with this story to sort of inspire people to you know keep the keeps and keep struggling because it's it's always sort of a struggle to go after games and it's no easy no easy path at all times so I would just like to say thank you it's been a pleasure being here and I would be happy to answer any questions if you have the original cherishing games what do you think is that the reason behind that success I think I mean if you play the games you'll notice that there's a lot of dark humor in the games and there's a lot of attention I mean we put
a lot of time in to do like small details and stuff like that and we have also we put a lot of time in you know our animations pretty much we tell a story and I think a lot of people they really like following that tunnel story and see it unravel and and you know and enjoying this sort of game world with yeah dark humor and violence and Swiper is what left things that's what gets people the most I guess everybody loves swiping other questions Oscar's obviously in a world where if things are so difficult to find you know your nation I knew it so so she took competitive in terms of the you know the experience did you think you managed to sort of get people's attention is it that hume or is it something much more you think obviously not only humor I mean I think the fact that it's stickman
when you look at it it's like you when you think about stickman you think ah that's for my four-year-old daughter kid you know we give them a hell of a lot of life but because we have really talented animator for when we put a lot of time and effort into like really making these simple things look alive and you know it's really brutal you see these you know cute I don't know if you can call me cute but stickman being really brutally taken out yeah we add four more face those stigma and like I say the for me it's a little bit like the kind of webcomic thing they're certain web comics where they kind of the best art something about them works yeah and you can see how the original artist was doing well I could do something really complicated sophisticated but if I do something simple that's really obvious and you can actually give him Bob character you don't need you don't need the narrative arc to imbibe character because people fill the vacuum exactly yeah we've been really trying to
keep it very simple I mean in terms of human gameplay and any stuff I really like I listen to your talk you're scaling down and removing features and stuff I think um when you first showed it to me but you showing it to a while ago yeah and you know what struck me when I first saw it exactly that kind of opening story bit because don't hate that kind of narrative stuff cuz it just gets in the way and yeah it was really kind of funny but by stark quite horrific in some ways almost yeah way if it wasn't stick man you'd be horrifying and yeah it was and therefore it was okay you know to get permission yeah yeah that's that's what I've been thinking of you I think that's really good listen I I suppose you know I imagine it's worth sharing with people it's like you manage to find some way to make that experience stand alone to stand apart and to you know effectively build off your own kind of personal journey and invest in that
game that you produced if could have a lot of no was it a cathartic experience for you to to focus on the game with was that something that made a huge difference to you personally yeah because I was you know it was obviously a very hard time for me you know not being able to pursue my football career so that was my own my outlet you can see me that was where I found like my life so that it was any it's giving me so much it's you know it's I breathe it in think games now so I really I truly enjoy it I and you know I hope I hope I get to do it for a long time but yeah great thank you very much all right thank you [Music] [Music]
The development of the Clear Vision sniper game series serves as a case study in transitioning from personal adversity to professional success within the independent game industry. Founded by Dan Erhard Olsson, the Stockholm-based studio Eldring Games emerged from the creator’s pivot away from a professional football career following a severe health crisis. Confined to a hospital bed, Olsson channeled his energy into learning programming and animation, eventually launching the first Clear Vision title in 2007. This initial project established a foundation for a series that has since achieved over 35 million mobile downloads and millions of plays across its original flash-based iterations.
The series is defined by a distinct aesthetic and narrative approach, utilizing stick-figure characters to deliver dark, often brutal humor that contrasts with the simplicity of the visual style. By focusing on high-quality animation and engaging, story-driven gameplay, the studio has successfully differentiated its products in a crowded market. The narrative arc—centered on a protagonist who becomes a hitman after a traumatic upbringing—provides a compelling hook that resonates with players, proving that simple, stylized art can effectively carry complex, mature themes.
Currently, the studio is expanding its scope with the development of Clear Vision Online, a synchronous multiplayer title that incorporates base-building, weapon customization, and strategic sniper mechanics. This evolution reflects a broader industry trend of integrating social and competitive elements into established single-player franchises. By balancing technical simplicity with deep customization options, the studio continues to leverage its core brand identity while adapting to modern mobile gaming demands. The journey from a solitary creative outlet to a multi-person development team underscores the importance of persistence, narrative-driven design, and the ability to find a unique creative niche in the competitive landscape of independent game development.
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