I'm Adriaan de Jongh, game designer. I make games!
I'm best known for Fingle, Bounden and contract( ). Being generally interested in social interaction, my games often connect people (sometimes in a literal way) to make them play with each other’s personalities, to strengthen their relationship, or to discover each player’s social boundaries.
Update January 4th, 2016: currently prototyping a new kind of mobile dancing game, a 'Where is Waldo'-like game together with a talented illustrator, and a game to help people with brain injury cope with too much input.
I first saw the amazing illustrations by Sylvain Tegroeg at his graduation expo, and jokingly told him we should make a game together. Hidden Folks is the result, a game like Where’s Waldo, but black and white, animated, and interactive: play with the environment to find characters in super busy areas. It'll be my first game on Steam (PC and Mac), iOS and tvOS! More videos, screenshots, and info here: hiddenfolks.com.
Working together with Dutch National Ballet choreographer Ernst Meisner and the talented dancers of the Junior Company was incredibly inspiring. Although Bounden will not teach you actual ballet moves, it will certainly get you in the mood for it. I was responsibile for the vision and direction of the project, the six preceding prototypes, the funding application, coordinating the 11-person team, half of the levels in the game, coding most of the interface, and the business side of things. Available on iOS, Android.
It baffles me to think about how little we touch our friends and family. The break-up stories that Fingle created only confirm this; touching each other is a societal crime. Fortunately, among the stories created by Fingle are also stories of love, friendship, and awkwardness. I was responsible for the vision and direction of the project, the prototype, all levels, and selling the game. Available on iPad.
I needed something to quickly generate agreements between me and my collaborators, so I made contract( ). It generates an agreement in plain English, covering most things you want to agree on before working together with someone in the games industry. The agreement templates I wrote for contract( ) are based on the idea that developers do not need legalese to come to an agreement or to resolve a disagreement. I had several lawyers and tons of game developers look at it to make sure it is as unbiased, practical, honest, but also as legit as possible. docontract.com.
I've often been blind to problems of my own prototypes. Funny enough, those kinds of problems are often easily recognisable to other developers. That is why I started organising playdev.club, a repeating event in the Netherlands to show your own prototypes to other developers. playdev.club.