Clickteam
Game creation evolved
The company founded by François Lionet after AMOS, creating Klik & Play, The Games Factory, and Fusion - continuing the mission of accessible game development.
Overview
Clickteam is the game creation tool company co-founded by François Lionet after his success with STOS and AMOS. Starting with Klik & Play in 1994, Clickteam evolved the concept of accessible game development from BASIC-style coding to visual, event-based programming. Their tools have been used to create thousands of games, continuing Lionet’s mission of democratising game development.
Fast Facts
- Co-founder: François Lionet
- Founded: 1993
- First product: Klik & Play (1994)
- Current: Fusion (active development)
- Philosophy: Visual game creation
- Users: Millions worldwide
Product Evolution
| Product | Year | Innovation |
|---|---|---|
| Klik & Play | 1994 | Visual game creation |
| Games Factory | 1996 | More powerful |
| Multimedia Fusion | 1998 | Extended capabilities |
| Fusion 2.5 | 2013 | Modern features |
| Fusion 3 | Ongoing | Continued development |
From AMOS to Visual
The evolution of Lionet’s approach:
| AMOS/STOS | Clickteam Products |
|---|---|
| BASIC syntax | Visual events |
| Typed code | Drag and drop |
| Text-based | Graphical |
| Same philosophy | Same goal |
Games Made With Clickteam
Notable releases:
- Five Nights at Freddy’s - Massive indie hit
- Freedom Planet - Acclaimed platformer
- Undertale (partial) - Used in development
- Thousands of indie games
The Event System
Clickteam’s approach:
| Condition | Action |
|---|---|
| When player collides | Destroy enemy |
| When timer reaches | Spawn object |
| When key pressed | Move player |
No coding required—logic expressed visually.
Educational Impact
Clickteam tools have:
- Introduced millions to game development
- Featured in educational curricula
- Enabled non-programmers to create
- Bridged to traditional coding
Legacy
Clickteam represents the evolution of Lionet’s AMOS philosophy—that game creation should be accessible to everyone. From BASIC syntax to visual events, the goal remained constant: lower the barrier to game development without limiting creative potential.