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June 24, 2019
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Joost van Dongen's Expert Blogs

Posted by Joost van Dongen on Mon, 29 Jan 2018 05:07:00 EST in Indie, Design, Programming
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the problems we had inAwesomenautswith our initial approach to this and how we made waiting a bit less boring later on.

Posted by Joost van Dongen on Tue, 09 Jan 2018 09:58:00 EST in Programming, Console/PC
Generic matchmaking systems on Steam/Playstation/Xbox make development easier, but limit how much control you have over matchmaking. This post discusses several approaches we tried in Awesomenauts and why we ultimately developed our own from scratch.

Posted by Joost van Dongen on Tue, 31 Oct 2017 10:25:00 EDT in Audio, Indie
A lot of people feel insecure about the way they they create. In the past I never dared record the cello songs I wrote. This post is about setting aside my creative pride and focusing on the result instead of on whether I consider my methods 'cheating'.

Posted by Joost van Dongen on Tue, 17 Oct 2017 10:07:00 EDT in Programming, Console/PC
Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work and discuss the pros and cons of using these systems instead of building your own from scratch, based on our experience developing Awesomenauts.

Posted by Joost van Dongen on Tue, 26 Sep 2017 09:05:00 EDT in Audio
We did a very bold experiment: we let people play whatever game they wanted and we improvised a live soundtrack based on what happened on the screen. In this post I explain our approach and what we learned about what works musically and what doesn't.

Posted by Joost van Dongen on Tue, 05 Sep 2017 09:10:00 EDT in Design, Programming
Good matchmaking requires thinking about what your game really needs, and maybe even redesigning some aspects to make matchmaking work. This post explores which things to consider and why you need to limit requirements to avoid endless waiting time.

Posted by Joost van Dongen on Mon, 17 Jul 2017 10:21:00 EDT in Audio
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post shares a video compilation of the performance and explains our approach and what did and didn't work.

Posted by Joost van Dongen on Tue, 11 Jul 2017 11:42:00 EDT in Programming
Reading code from your team members is easier and faster if all code adheres to the same formatting and naming conventions. Also, some C++ code constructions are better avoided altogether. That's why we have a rather strict coding style guide at Ronimo.

Posted by Joost van Dongen on Mon, 03 Jul 2017 09:03:00 EDT in Programming
Building large codebases requires a structured way of working. This post discusses the coding methodology used at Awesomenauts devs Ronimo. It shows the methodology document we use internally and explains the reasoning behind some of the rules in it.

[Previous Joost van Dongen Blogs]