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October 19, 2017
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Adriaan Jansen's Blog


Hello dear visitor!


My name is Adriaan Jansen, one of the founders and designer at the Utrecht-based Abbey Games in the Netherlands. I like to play games, make games, think about games, and discussing games.

I just helped release Renowned Explorers:International Society.


Member Blogs

Posted by Adriaan Jansen on Mon, 05 Sep 2016 02:58:00 EDT in Business/Marketing, Production
RE:IS has been a crazy ride. Read about the journey of the monks at Abbey Games.

Posted by Adriaan Jansen on Fri, 16 Oct 2015 04:04:00 EDT in Business/Marketing, Design, Production
Innovation is one of the highest creative goals, but it comes with a price. Renowned Explorers sets a perfect example.

Posted by Adriaan Jansen on Sat, 01 Sep 2012 05:09:00 EDT in Design
How does the theme play a roll in the creation of a game?

Posted by Adriaan Jansen on Wed, 04 Jul 2012 05:05:00 EDT in Design
How do you make someone feel like a god in god games, without hurting the challenge?

Posted by Adriaan Jansen on Sun, 01 Apr 2012 03:18:00 EDT in Design
So you've got everything it needs to be a game designer? Congratulations! Be sure not to step in one of these pitfalls though...

Posted by Adriaan Jansen on Sun, 11 Mar 2012 03:02:00 EDT in Design
We know what a game designer does, and what are good talents to have. But what can you learn to become a better game designer?

Adriaan Jansen's Comments

Comment In: [Blog - 03/30/2017 - 09:54]

Being able to live in ...

Being able to live in a house not literally surrounded by feces, rotting pieces of food and some of the most deadly diseases of human history. Good sanitation as installed by our non-Mario plumber friends is a huge contribution to our well-being. r nI think you 're vastly underestimating the ...

Comment In: [Blog - 09/05/2016 - 02:58]

One of the most important ...

One of the most important goals of democracy is to have accurate and fair representation of needs of those involved. Game development does not always benefit from an accurate and fair representation. e.g. If there are more programmers than artists on the team, the focus might shift from what a ...

Comment In: [Blog - 04/06/2016 - 01:31]

Absolutely loved this. Couldn 't ...

Absolutely loved this. Couldn 't stop reading it and it was very insightful. I can 't wait for part 2. Thank you so much writing this

Comment In: [News - 11/03/2015 - 04:06]

Thanks for trying the game ...

Thanks for trying the game r nThe point you make is exactly the point I try to avoid, but maybe unrightfully so. We figured that fighting is highly abstracted in TBS games, and thought to ourselves: why can 't we do the same with dialog That 's also a valid ...

Comment In: [Blog - 10/16/2015 - 04:04]

Hey Ben, r n r ...

Hey Ben, r n r nThe sentence you reference is not a defense to repitition, but direct criticism we got: this game does not have progressive unlocks, and therefor lacks content. That is frustrating, but as I said in the article, also very logical. r n r nBut from a ...

Comment In: [Blog - 10/01/2015 - 01:22]

I love these articles Keith. ...

I love these articles Keith. They 're thought provoking, and I admire your dedication to this design issue. Thanks for making me a little bit smarter. r n r nI don 't recall if this is mentioned before probably, but I couldn 't find it , but what 's your ...