"Ambitious, highly driven, and people-oriented game producer”
At the age of thirteen Koen started a 'team' within the online gaming community of Soldier of Fortune 2, a first person shooter game. His goal was to achieve the first place in the international ranking of 500 + clans, which succeeded him after four years. To this day, he leads his teams to success with the same passion, both in his work as a game producer and in his own company 'KeokeN Interactive'. He is building a strong international network with peers and stimulates new insights and ideas through his blog.
His biggest dream is to steer a leading international game company, where employees work with great passion and energy on new innovative games for various sectors within the industry as multimedia entertainment, healthcare, education and science. Working with international and multidisciplinary teams he sees as an important success factor.
- BA Computer Science, Game Development (Game Design), Applied University of Amsterdam
- Former Game Producer for project iO (Size Matters Expandaball)
- Founder KeokeN Interactive
- Play Games and develop new games
- Make photos for fashion blogger 'Rocknrollerr'
- Organize the free Techno Dance Festival 'Deep, Deeper, Deepest'
- Visits North Sea Jazz Festival
This blog is a collection of experiences during game development, and remarkable moments in the game industry by Koen Deetman
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"Let's make the most deeply terrifying horror game of all time" I said at the start of this project. Now 1,5 year later, we've been on a hell of ride, and I would like to share some the struggles we faced and still face on designing this horror game.
In this article I will match-up the Unreal Engine 4 against the now current Unity 4 Engine. Don't get me wrong. This article is not written in 'favor' or to 'bash' either one of them. I try to explain and compare both their workflow and results.
We work hard to make something of ourselves. To do this we need discipline, perseverance and great ambition to become more and more successful. However Great dangers lurk into it's shadows and could leave a devastating path behind.
Doing work as an intern could be the beginning of a great future and when you start a game studio, you could consider taking interns into your company. In this article I would like to share my views why interns are of great value.
Today independent game developers can exist because they can do a lot of stuff around game development themselves. However we have to conquer one more thing to be called a hundred percent independent, and that is taking control of our discoverability
In the early stages of game development, it's sometimes too early to showcase some gameplay. In this article would like to share my experiences with 'camera mapping' while creating a teaser for my studio's upcoming horror game 'Horrinth'.
[Blog - 11/11/2014 - 01:39]
[Blog - 09/24/2014 - 03:01]
I agree, when you are ...
I agree, when you are properly trained at something, will result in being fast and accurate. But since making games is a creative process, I think discoverability is definitely part of making video games. Even the most trained person will discover new ways to solve problems. r n r nI ...
[Blog - 09/09/2014 - 10:22]
Hey Jay r n r ...
Hey Jay r n r nThank your for the compliments r nI am glad you liked it and some of these sound familiar :
[Blog - 08/07/2014 - 09:00]
True, r n r nDiscoverability ...
True, r n r nDiscoverability became a problem when more and more developers entered the market. If we released at Steam few years ago, it wasn 't a serious problem yet, simply because there were less games entering the Steampipes. r n r nAll these 'saturated channels ' are lacking ...
[Blog - 07/15/2014 - 06:24]
Great post Bartosz r n ...
Great post Bartosz r n r nIf I recall correctly I heard Steam was also working on individual gamer stores to share in the profits. r nMaybe this was just a rumor Anyway the Games Republic seems great Definitely going to look into this for my games :
[Blog - 07/14/2014 - 11:27]