Project Duration: 6 Months
Team Size: 3 (with Friedemann Allmenröder & Shahriar Shahrabi)
Role: Game Design & Code
Engine: Unity 3D
Platform: PC
Release Date: 09.11.2017

Copies Sold: more than 300.000
Download: (Get in touch for a key)
What is Superflight?
Superflight is a game about the feeling of speed, adrenalin and discovery. Explore an endless number of procedurally generated worlds as you soar through them in their wingsuit. Gain points by performing daring maneuvers at breakneck speeds. Discover new worlds, explore and master the ones you’ve found and share your favorites with friends and fellow gamers.
How went the Development?
We created Superflight as part of our third semester in the HTW Berlin Game Design bachelor program. The development time was constrained to three months by our university. At the beginning we did a week of rapid prototyping and explored a great variety of different ideas. The early prototype of Superflight caught our attention. It was most liked by playtesters and offered a charming simplicity. This simplicity was crucial to us, since our goal was to create a publishable game in a very short time span.
At the end of those three months we had a solid and almost finished version of Superflight. Nevertheless there was still some work to do until release. After a break we decided to extend the project by about three months of our own time. During that time we got Superflight greenlit on Steam, founded a company to publish it and polished the user experience. On the 9th of November 2017 we released Superflight on Steam.

What did you learn?
In the development of Superflight I was responsible for code and game design. Since we were a very small team, all the major design decisions were made together. On the code side Shahriar and me split up the work, while Friedemann did the art part. I developed the flying behaviour as well as the terrain generation system. Both were very interesting to work on, from a code and a design perspective. Since the gameplay is very minimalistic in Superflight a lot of the experience relies on the well polished movement mechanic.
Embracing the simplicity meant to cut a lot of features. It happened more than once, that we thought of an “absolutely amazing feature” and then realized afterwards that it wasn’t that amazing at all. Learning how to resist drowning your game in features and focussing on the core experience was one major takeaway for me. We also learned a lot about all the little tasks that are not directly related to building the game but come with founding a company and publishing.
Back to Top