In July 2008 the App Store made it possible to publish your own games like never before. Game Development Kits (GDK) came to a point where almost anyone could make a good game.

Some developers where making fortunes selling small games by the millions. A couple of years later the financial world came to a crisis and my freelance work as a designer/dtp’er started to decrease forcing me to look for new challenges. I found a GDK named GameSalad. GameSalad uses drag-and-drop and you don’t need to code although good logic is still required. So I bought that and started playing. What an amazing piece of software GameSalad turned out to be! I could make a prototype in one afternoon. From that day on I focused on being a game developer and founded Lump. I enhanced my illustrating and animating skill and learned how to work with Blender 3D. I published a dozen mini games with no or little succes. I started doing support jobs for a lot of beginning developers and made games and art for third parties as well. I stopped using GameSalad in 2017 because they started aiming less on small indie developers and more on teachers. From now on I focus more on art and assets.

Commodore 64

My first game for iOS was published in 2011 and a couple of years later I also published games for Android. The history of making games starts a lot earlier. In 1984 I was working a part time job next to school. With the money earned I bought my first “home computer”, a Commodore 64. As most developers in those days I started with Basic and build a Joust like game. Unfortunately I never finished the game but the basic prototype was working if you don’t take into account that the sprites could only face right. Haha! The game was saved on tape and is now lost forever or lying in a pit on a dump in the Netherlands. Maybe that is something for a documentary. After that I tried some machine language but I was getting less and less interested in making games and more in making music and art. I sold my Commodore 64 and only played games instead of developing until around 2011.