Steven Honders's Blog
I do the lead design and marketing at Speelbaars. A small indie company from the Netherlands.
I like to create experiences for people, that they remember. For the rest I like to keep myself busy with social media and lots of other stuff.
Take a look at my personal website or Speelbaars.
Okay, so perhaps not all of you suck at networking, a lot of you are pretty good at it, probably even better than I am. But I do see a lot of people asking questions about getting jobs, finding publishers, getting access to platforms and stuff like that.
How do you keep the scope of your game in check? How do you decide what makes the cut and why? Here are some tips on how we did it for our game.
Developing games is fun and all. You meet a lot of people, everyone likes your game. But what do you do when you're game fails?
This post mortem (if you can call it that) tells about the way up and the way down.
During the past few years I've learned a lot about game development as a student with my own company. Since I'm not that good at making constructive stories, I've made a bullet list with 125 things I've learned along the way.
Lots of developers have problems getting their games noticed. This blog tries to offer a solution to a lot of those problems by telling the world about someone else besides yourself. It doesn't absolutely solve the problem, but will make you feel good!
A blog about the importance of standing out, being original, avoiding looking like the other guy, etc. All from a guy who's still figuring this stuff out himself.
Steven Honders's Comments
[Blog - 04/18/2016 - 11:32]
We actually made a prototype ...
We actually made a prototype for a game that revolved around several fictional religions and how the rituals and mindsets of players could be influenced by these religions through gameplay. r nWe worked together with a renowned Dutch theologist to learn about what makes a religion a religion, what are ...
[Blog - 04/06/2016 - 01:31]
My experience in the Dutch ...
My experience in the Dutch game industry is that heated arguments are the default. GDC was actually a nice change of pace, where the focus was on making fun, innovative, experimental games and not worry to much about politics surrounding development. r nIt got me my motivation to create back. ...
[Blog - 12/28/2015 - 01:57]
The hostility came mainly from ...
The hostility came mainly from people pirating the game, when we tried to approach them. If you point out the problems with piracy to pirates, they immediately assume your a money grabbing capitalist. r n r nWe always had doubts about our game not standing out in the market, but ...
[Blog - 07/10/2015 - 02:51]
A lot of these I ...
A lot of these I 've experienced myself, some others I 've seen people around me experience and learned a lot from it. I hope that sharing these helps other people
[Blog - 05/19/2014 - 07:31]
I 'm not saying that ...
I 'm not saying that success is all based on luck. You can eliminate luck by just keeping busy with sharing information about your game. By just sending multiple e-mails over a period of time, you increase the chance of getting your game covered. That 's not even taking, going ...