In SUPERLUMEN We See Virtual Reality as a Way of Telling Stories


Chema Coca of SUPERLUMEN tells us about the creation of experiences and videogames for Virtual Reality.

First of all, how are you and your family doing? 

Chema Coca: We are all doing fine. Everything is almost back to normal, so we are really happy about it.

Tell us about you, your career, and how you founded SUPERLUMEN.

Chema Coca: We are friends for life. We started years ago to embark on different technological projects in our spare time, testing new technology, programming applications, and above all, everything related to the emerging world of Virtual Reality.

Thus, we decided to turn our passion into a business. Then Superlumen was born.

How does SUPERLUMEN market its product/services online? 

Chema Coca: We market through video game digital distribution services, such as Steam, Itchio, or Gamejolt. Thanks to these pages and social networks, we reach a lot of players as well as make our community grow, not only from our country, Spain but from everywhere.

How the coronavirus pandemic affects your business, and how did you get through it?

Chema Coca: Because of COVID-19, we had to cancel several projects which were going to help us finance our videogame Desolatium, so initially, it was a big problem for us. Instead of stopping, we decided to spend all our time developing the game, which accelerated the process and allowed us to meet goals several months ahead of schedule.

In addition, during the lockdown, the videogame market has grown at an unprecedented rate, positively impacting the industry and, therefore, our company.

What specific tools, software, and management skills are you using to manage your online marketing?

Chema Coca: We are a small team, half of us working in the office and the other half teleworking; we communicate through Slack and Discord when a video call is necessary. The tasks are organized on Jira, which allows bug tracking and agile project management.

Thanks to these tools, we are managing to deal with the situation as best as possible.

Who are your competitors? And how do you plan to stay in the game?

Chema Coca: At the national level, various players specialized in VR videogames are emerging; however, given the high learning curve and the high technical requirements of the Superlumen sector, it stands out for its extensive experience in VR. In addition, it provides one of the best UX on the market through its own graphics engine.

In Spain, Paloma Sudios and Tessera Studio stand out.

From a global point of view, competitors stand out for their financial capacity, being able to penetrate the market more easily. However, Superlumen already has several pre-agreements with publishers that will allow it to access players from all over the world. Worldwide, Lucid Sight (USA) and Archiact (Canada) stand out as competitors.

Our proposal is to continuously innovate and load our experiences and games with a strong narrative base.

Your final thoughts?

Chema Coca: COVID-19 has definitely had a negative impact in many aspects, but in terms of technology, it has meant a before and after. Many companies have adapted in the best possible way to this situation, and even what at first seemed to be obstacles have become opportunities.

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