Koen Deetman's Blog
"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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Ask me a question!
This post is not about whether I think it's 'OK' to release a broken game, its about how far do we need to go into perfecting our games, and when do we need to draw the line? This post is also about why its 'OK' to make mistakes.
It's been a while since I posted an article, a lot has happened the past few months. In this article I would like to highlight a few moments and explain why we made some radical choices during our game development within my indie studio KeokeN Interactive
Although 2015 already started a month ago, its never too late to talk about new years resolutions. I have described 5 new year's resolutions for 2015 and I explain a few hard lessons learned.
Its almost the end of 2014, and I have played a fair share of games again.So many games in the haystack, how do we find those special needles? Simple, dive in there just like Arno Dorian would. I'd like to highlight my 5 most remarkable games of 2014.
New year resolutions are great, but how often do we turn them into a reality? Did I really pursue some of them, or have I been too lazy chasing my dreams? A year ago I wrote down 6 new years resolutions and let's see how much of them became a reality!
"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.
Koen Deetman's Comments
[Blog - 09/21/2015 - 02:00]
Hey Tristan, r n r ...
Hey Tristan, r n r nI remember you guys very clearly We even played Grave at the office r n r nYou 've told a heartbreaking but very accurate and realistic story about how making games can be a dark time. r nI can strongly relate to the 'scale ' ...
[Blog - 06/08/2015 - 06:05]
Hey Javier, r n r ...
Hey Javier, r n r nIt 's not really about the red dot, or the picture itself it was hypothetically spoken . Its more to make clear that some people don 't even see mistakes in your projects, but if you highlight them yourself, they definitely become clear : . ...
[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 ...