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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 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?

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?

Adriaan Jansen's Comments

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

Hey Nicolas, thanks for trying ...

Hey Nicolas, thanks for trying the game r n r nWe did have the double mood bar before It was in it for about 1 month of development. We also tried 2 different bars to affect, mood and hp. The major downside with it, is that it does not allow ...

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

Thanks a lot Ben Don ...

Thanks a lot Ben Don 't worry, I love myself some good criticism, and I think you were spot on r n r nI think you 're also right on that innovation takes resources away from polish, which can be a major cost. r n r nAnd to make it ...

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 ...