In 2009, Beamdog — now the largest independent game studio in Edmonton — was struggling to distinguish itself in an ever-crowded online gaming market. Firm believers in direct sales, Oster and his co-founder Cam Tofer set up a digital distribution platform similar to online PC-games retailer Steam. Despite more than 300 unique titles on offer, Beamdog barely had any sales. This was the same year the iPad launched.
RunGunJumpGun started off as a fun parting gift to an old workplace.
The team behind the popular indie game met while working at a local marketing firm. When it was time for programmer Logan Gilmour and artist Matt Satchwill to move on from the company, they wanted to do something special for their co-workers.
“Originally it was going to be this super simple thing — just, you know, maybe stick our co-workers' faces on the characters so they can play as themselves. Just a totally tiny stupid game,” explains Gilmour, co-founder of Edmonton-based game design studio, ThirtyThree Games.
But when they came up with an innovative twist on a classic Nintendo-style platformer they realized they were on to something much bigger than a simple gag game.