articles by adriaan de jongh
- Checklist: subsidieaanvragen voor games bij Digitale Cultuur, on March 29th, 2018.
Als één van de adviseurs voor de regeling Digitale Cultuur van het Stimuleringsfonds zie ik veelgemaakte fouten bij aanvragen voor games waardoor die aanvragen moeilijk te beoordelen zijn. Veel van deze problemen zijn op te lossen: daarom deze checklist. Read here.
- Hidden Folks Minibooth @ PAX East, on April 28, 2016.
Hidden Folks was fortunate enough to be selected as part of the IndieMEGABOOTH at PAX East. This article reflects on the game exhibiting there and explains my findings of selling Steam keys and posters at a MINIBOOTH. Read here.
- closing Game Oven: numbers and struggles, on May 27th, 2015.
After three-and-a-half years of making weirdly unique social games like Fingle and Bounden, Game Oven closed doors in April 2015. I wrote this article to look at Game Oven’s closure from two perspectives: being a company (the dry bits, Part I) and being a team (the soft bits, Part II). I talk about our studio's costs, our game sales and other incomes, and the role of community to our business, while Bojan and I reflect together on the frustrations we had with each other over the past three-and-a-half years. Read here.
- (dutch) bounden's gamefonds aanvraag + tips, on February 18th, 2015.
Voor Bounden klopte ik met Game Oven aan bij de nu opgeheven regeling 'Gamefonds' van het Stimuleringsfonds en kregen wij €35.000,- om de game te maken. Dit is wat wij leerden aan de hand van zes gehonoreerde aanvragen die jou mogelijk kunnen helpen bij het aanvragen van geld in de huidige regeling Digitale Cultuur. Read here.
- on prototyping and coding your own ideas, on November 19th, 2014.
This article explains how I learned a fundamental lesson about communication and empiricism regarding game design. Read here.
- working every other day; reasons and observations, on September 10th, 2014.
From today on, I will be working every other day. Read here.
- nothing hard about being playful, on May 26th, 2014.
There’s nothing hard about being playful. The hard thing is let yourself out to play so that you have that choice, the hard thing is recognising the opportunity, the brave thing is accepting the invitation. Read here.
- developing games, for non-game developers, on July 25th, 2013.
If you are reading this, it is probably because either you want to make a game and cannot do it yourself, or a game developer directed you here. Whether you want to develop a small browser-based game or an ambitious online multiplayer console game, actually making a game is a lot of work. And, although every game and every developer is different, there are a number of approaches that hold true to every game development process. Read here.