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]
Thanks guys r n r ...
Thanks guys r n r nSean, regarding your observations, those things definitely seem to matter. r nI think they can be boiled down to the size of the fan base / social network though. r nAnd that angle could probably also explain why games like Liege Undertale get funded not ...
[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 - 04:51]
Great presentation thank you And ...
Great presentation thank you And thank you GDC/Gamasutra folks for making it available. r n r nIt did make me wonder, with roughly 15000 spread over multiple people for 1.5 years, how they were able to pay rent, food and health insurance.. Does the budget include their own salaries..
[News - 06/06/2014 - 04:19]
We could use a bit ...
We could use a bit more criticism imho. r nNot saying everything always needs to be criticized. r nBut a while ago, I asked a game journalist for a critical opinion, and she felt like she had to start out with a disclaimer even though I mentioned I had thick ...
[Blog - 06/04/2014 - 01:11]