Sjors Jansen's Blog
Hi, I'm Sjors. I make games and interactive experiments. Most of my time I spend on my educational light-rpg project AnimalAlbum. I also attend the monthly 8 hour Berlin Minijam.
I studied Computer Science/ IT, and have some experience in the games industry. I've worked on train simulators, educational games, small webgames. Did some gameboy, gba and psp hobby projects. The most well known projects I've worked on are games by Crystal Dynamics / Eidos / Square Enix like a number of Tomb Raider games and Deus Ex 3, mostly just as a simple generic/tools programmer. I quit my job a number of years ago and starting doing public "indie" development about a year ago.
I was born in the Netherlands, my name is pronounced a bit like "Shores" and I currently live in Berlin, Germany.
My main website is here: http://dromedarydreams.com
- The development of my current game AnimalAlbum.
- Postmortems of experiments conducted at the berlin minijam.
- An overview of current crowdfunding projects.
- RSS for everything.
Reflections on a year of attending the Berlin Mini Jam and some thoughts on how to grow from there as developers. Including a concrete proposal.
A postmortem for a small, sober crowdfunding campaign.
A problem that is increasing right now is disappointment. Who's going to buy a second full priced game if it's buggy and needs months of patches? How long before people lose interest in buying bundles of bottom priced games they'll never play?
Sales are in part attractive because new high quality games are getting more buggy. Patch later to be in time for christmas or the end of the financial year. People get burned buying full price games, that's a big problem.
How should the world look at games culture when we are moved by trademarks, payment issues and success?
A view on story and storytelling in games. Not cutscenes and half-dialogues. But the stories the players walk away with.
Sjors Jansen's Comments
[Blog - 06/18/2014 - 12:46]
Thanks I 'm looking forward ...
Thanks I 'm looking forward to it myself : r nVery true, the games would be very small. But I don 't think playtime is that big of an issue. Bomberman typically offers play sessions of 2 minutes, yet is a blast to play. But of course building games that ...
[Blog - 06/10/2014 - 06:37]
By the way, I think ...
By the way, I think the campaign from Superhot is pretty much the best example of how stuff can work. r n- As far as I know they didn 't have previous connections and weren 't well known. r n- They created a very decent concept game during the 7 ...
[News - 06/06/2014 - 04:51]
Hi Teddy, thanks for the ...
Hi Teddy, thanks for the clarification. Very much appreciated : r n r nIt makes a lot of sense. r nOver here in germany health insurance is mandatory for instance and is about 200- 400 a month depending on how much you earn. r nIt definitely becomes a very grey ...
[Blog - 06/06/2014 - 08:28]
I like the idea, it ...
I like the idea, it will undoubtedly be a great resource for finding cool games. r nI do see an issue with it in that I think it 's important to know who recommends a game. People have different tastes and games have evolved far enough that stating it 's ...
[News - 06/06/2014 - 04:19]
I believe the puzzles might ...
I believe the puzzles might be abstract representations of real-life concepts. I haven 't played the game or anything, but I think epiphany here alludes to the player mentally drawing the line from a puzzle inside the game to a bigger concept in reality. Like a-ha now I know what ...
[Blog - 06/04/2014 - 01:11]