Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 10, 2015
arrowPress Releases
October 10, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


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.

Currently we're working on Renowned Explorers:International Society.


Member Blogs

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?

Posted by Adriaan Jansen on Wed, 29 Feb 2012 08:53:00 EST in Design
We can all learn new skills, but what are favorable character traits for a game designer?

Posted by Adriaan Jansen on Sun, 19 Feb 2012 11:09:00 EST in Design
So you're browsin' around on Gamasutra, curious to learn more about being a game designer. However, game designer sounds a big vague...Do you know what the game designer does on a daily basis?

Adriaan Jansen's Comments

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

Ah right, thanks I remember ...

Ah right, thanks I remember that one I also asked a question there which went unanswered and ties in closely to this point, so I 'll repeat it here: r n r nCouldn 't you argue that a game or goals for that matter can be a tool to make ...

Comment In: [Blog - 04/06/2015 - 01:43]

Very interesting Now I also ...

Very interesting Now I also feel I understand your previous point a lot better. r n r nHowever, couldn 't you argue that at some level, the goal is a tool for the toy A toy does have rules to make it more interesting like in legos, you have to ...

Comment In: [Blog - 10/15/2014 - 02:02]

For me, the reason to ...

For me, the reason to include randomness is not to create more situations, but to force more situations. The number of player induced states might be theoretically lowered by randomness, but due to human love of habit and shortcuts, it 's actually lowered. This is especially true for single player ...

Comment In: [Blog - 10/09/2014 - 04:48]

It 's a very character ...

It 's a very character driven Tactical RPG. For example, you have this friendly old guy who prefers to solve problems by making friends as an action Excited type speech attack, if you will . Obviously, wolves have no interest in being friends Resistance vs. Excited type attacks , while ...

Comment In: [News - 08/28/2014 - 01:00]

Hey R G, r nThe ...

Hey R G, r nThe number of likes you get suggests you 're one of the few daring to speak up for this, so I applaud you for doing so. I don 't really agree with you though. I know close to 0 about Quinn, and am 50/50 on Sarkeesian ...