Publications

This section provides an overview of my Publications.

Summary

Game Production Podcast Director & Host

2021 – Present ^

Our Game Production Community Discord is a thriving place full of folks interested in exchanging experiences & insights. To this purpose, I support them in organising panels and community events to facilitate our collectively becoming better at what we do — helping our teams build fantastic player experiences in a healthy, sustainable way while at the same time doing great business!

Topics covered by our community to date are as follows, with many more in the pipeline.

India GDC 2022 Speaker

2022, November ^

This was an adjusted, polished version of “Leveraging External Development for Small Teams”, tuned towards a general audience.

A healthy, sustainable but also profitable studio needs to leverage external partners to be successful. Teams with dreams can’t escape the reality of not being able to offer in-house stability & continuity for every discipline required to breathe life into their unique projects. You can enable your team to do what they do best by choosing to work with partners that complement skills available in-house.

In this talk, I ran through several case studies of expert partners I’ve leveraged over the course of my career, in the hopes of inspiring you to reframe your thinking: Every need you have is an opportunity to create truly collaborative, long term partnerships with experts you can learn from for years to come!

The recording for “Leveraging External Development Creatively” will be made available at a later date.

Dutch Game Day 2022 Speaker

2022, October ^

Producers are at their best when they go unnoticed, and perform their job most effectively when they continuously make themselves redundant in pursuit of further challenges to clear for their team to be able to create the player experience it’s set out to develop. That means a great producer makes herself hard to justify: Performing at her best, it’s tricky to see the value she adds to your bottom line!

That’s why we did this panel. Through three micro talks, three brilliant, enthusiastic ladies will take you on a journey of producer-driven bottom line value add from pre-production to Gold, followed by a series of topics that drive home why having a producer in your team is a necessity for your most smooth, optimised, organised & prioritised end game.

The recording for our “Producer Panel: Elevating your team to the next level” will be made available at a later date.

Transitioning into the Game Industry: How a Nurse, Make Up Artist and Private Investigator got into Game Production Host

2022, September ^

In this session, I interviewed a panel of three game production professionals who successfully transitioned into the game industry: Michelle Velez of Electronic Arts, Giulia Carlotta Zamboni of Gamera Interactive, and Ariana Marchigiano of Blackbird Interactive, who discussed their background before transitioning into the game industry, what motivated them to make the switch, and how they made it. They’ll talk about what skills they were able to take with them from their previous careers, share some of the hurdles they had to overcome, and discuss what they’ve learned about what it’s like to work in games coming from very different industries.

The recording for “Transitioning into the Game Industry: How a Nurse, Make Up Artist and Private Investigator got into Game Production” is available here.

Indigo 2022 Speaker

2022, June ^

A healthy, sustainable but also profitable studio needs to leverage external partners to be successful. Teams with dreams can’t escape the reality of not being able to offer in-house stability & continuity for every discipline required to breathe life into their unique projects. You can enable your team to do what they do best by choosing to work with partners that complement skills available in-house.

In this talk, I ran through several case studies of expert partners I’ve leveraged over the course of my career, in the hopes of inspiring you to reframe your thinking: Every need you have is an opportunity to create truly collaborative, long term partnerships with experts you can learn from for years to come!

The recording for “Leveraging External Development for Small Teams: Enabling your team to do what they do best” is available here.

XDS Ignite 2022 Moderator

2022, March ^

In this Table Topic, Thinking Outside the Box: Leveraging External Development Creatively, we explored external development relationships beyond what’s on the tin: Our partners are jam-packed with creative talent that we’re not utilizing as effectively & efficiently as we could!

Building new relationships is challenging, time-consuming and risky, and while there are plenty of reasons to do so, it’s also worth having a closer look to see if we can expand & deepen existing relationships in a low risk, time efficient and effective way. Could QA help save your producers time? Could your art partner offer UI design? Could your porting team pitch for DLC development?

Participants had a look at the services their existing partners (could?) offer, brought their thinking hat, and got creative about external development!

IndieGameBusiness March 2022 Speaker

2022, March ^

Success (and sometimes failure) always brings GROWTH. Which generally is painful. This session delves into common pitfalls, mistakes and screwups any games company experiencing growth will face and maybe a few tips on how to avoid them. Inevitably your games company will experience growth – either in headcount, projects or within its people. Hopefully it’ll be born out of success. But you’ll find that what made things tick back in the day won’t work quite as well when you’ve added more people to the company and find yourself with changed dynamics. Underestimating planning for growth or fully realizing what it is and how it’ll impact you will at best hamper your success, or at worst spell your doom.

In this session I interviewed former Paradox Interactive Chief Business Development Officer Shams Jorjani, now CEO of his new adventure Fools Quest, on common mistakes Shams has experienced first hand while growing companies or working closely with others.

The recording for “Failing While Scaling – Common Pitfalls Growing Your Company” is available here.

IndieGameBusiness March 2022 Panelist

2022, March ^

An all-out AMA to get any questions you have about game production, project planning, budget estimation, and more.

Panelists included Heather Chandler, Founder at Heather Makes Games, Sarah Spiers, Senior Producer at PUBG, and myself!

The recording for the “Game Production AMA” is available here.

Accessibility as Success Criteria: Building accessibility from the Ground Up Host

2022, February ^

In this panel, host Juney invites four experienced accessibility professionals to guide us through the process of planning, budgeting, implementing and testing accessibility features from the ground up in both new and ongoing projects to make better and more welcoming experiences.

Panelists included Brannon Zahand, Senior Gaming Accessibility Program Manager at Microsoft, Ally McLean, Senior Producer at Mighty Kingdom, Tabby Rose, UX Director at Mighty Yell, and Jonas Lundqvist, Senior Development Director at Respawn.

The recording for “Accessibility as Success Criteria: Building accessibility from the Ground Up” is available here.

Fireside Chat with Maria Cornelius, Operations Manager at Spotify Host

2021, November ^

During this Fireside Chat, I invited our guest Maria Cornelius, Operations Manager at Spotify, to talk about supporting and scaling large teams & organizations in ever-changing industries.

We discussed the good, the bad 𝘢𝘯𝘥 the ugly on topics such as:

  • Intro & transitioning into and out of the game industry
  • Supporting & scaling large teams and organisational development
  • Personal development & growth

The recording for my Fireside Chat with Maria Cornelius, Operations Manager at Spotify is available here.

XDS Adapt 2021 Speaker

2021, September ^

While it may be said that the client is king, true leadership involves setting teams up for success by enabling them to perform without having to face needless obstacles. Developers may inadvertently hinder their external partners through inefficient communication and processes, while making infeasible demands and setting unrealistic standards. This can result in partners delivering less than their true potential in delivery time, cost and quality.

A publisher has invited several panelists to the stage, representing companies providing a variety of services, each with a unique cultural background, focus, scope and perspective. She will ask them to share best practices that she, and other publishers & developers, can engage in to improve the seller-buyer relationship from RFP to sign off, to support their partners in delivering their best work effectively, efficiently, healthily and sustainably.

Panelists included Blandine Prost, Client Partner at Keywords, Alberto Lopes, Director of Production at Kokku and Andrii Titov, CTO at Stepico.

The recording for “Help Us Help You: Best Practices from RFP to Sign Off” is available on request.

Gamecity Hamburg Game Starter on Production & Project Management 2021 Panelist

2021, September ^

In this AMA Panel by Gamecity Hamburg, three game industry professionals in production & project management disciplines go through their road into the industry, experience to date, and their day-to-day workflow, challenges and what they would have liked to know when starting out.

The recording is available here.

Indigo Talks 2021 Host

2021, June ^

INDIGO is the leading game business and showcase event in the Netherlands. Organized annually by Dutch Game Garden, INDIGO brings together the game industry from the Netherlands and beyond!

The TALKS conference contained 24 development and business talks, featuring 38 speakers in total. I hosted several talks in the development track, introducing speakers and rounding up their sessions with live Q&A from the audience.

The Indigo Talks 2021 are available here.

Maker Faire Galicia 2021 Panelist

2021, June ^

This panel had four game industry professionals share their wildly varying roads into different roles in the industry, and discuss how the industry has changed over time as well as where they see it heading.

The recording for “Game Makers from 80’s to 20’s” is available here.

ID@Xbox Game Dev Q&A 2021 Host

2021, May ^

Agostino Simonetta, Director of Global Partnership management at ID@Xbox, gave our Game Production Community & myself the chance to ask questions that will help our community and their teams develop and deliver great player experiences for everyone, and now we’re sharing in the hopes it’ll help you, too!

Topics range from being approved to publish on Xbox through post-launch best practices, from marketing & sales, to community management & engagement. The Q&A contains something of interest for games in every stage of development!

The recording for the “ID@Xbox Game Dev Q&A” is available here.

Jamaica Game Developer Society 2021 Speaker

2021, May ^

In this AMA, I shared a bit about my road into the industry, from programming to production, from product to publishing, and beyond, before opening up the floor to audience questions on any topic of their particular interest.

The recording for “From Programing to Production, Product to Publishing, and beyond!” is available here.

Steam Business Team Q&A 2021 Host

2021, March ^

The Steam Business team from Valve were joined by our Game Production Community Discord in a casual group Q&A session to help you get the most out of shipping your game on Steam. They covered questions submitted by developers on topics ranging from how the Steam Store works and how particular Steam features work, to best practices and even technical topics. Questions were submitted ahead of time, to help the Valve team be better prepared to make the most out of the time we had. During the session, the community was also be able to ask clarifying questions along the way or pose new topics for an open Q&A session at the end.

A summary of the “Steam Business Team Q&A” is available here.

D-Stars Connects 2021 Speaker

2021, March ^

In this casual chat titled “Let’s talk about Game Production”, Giulia Zamboni (Producer at Gamera Interactive) and I talked about our road to and journey through game development so far, highlighting key differences between our roles.

IndieGameBusiness Winter 2020 Speaker

2020, December ^

Jay Powell from Powell Group Consulting invited me to interview developer Gwen Frey on the future of the game industry & distributed working for their Winter 2020 online conference.

Session brief: “Gwen’s career has spanned online games (Marvel Heroes Online), AAA games (BioShock Infinite), and indie games (The Flame in the Flood). Recently she founded an indie micro studio and launched the narrative puzzler Kine on every console, the Epic Games Store, and Google Stadia, and has since proceeded to win the AT&T Unlocked competition with currently in development puzzler Lab Rat.

In this fireside chat, Juney invites Gwen to discuss how the industry has changed over the past decade and to share her vision for distributed, remote game development.”

The recording for “A Fireside Chat with Gwen Frey” is available here.

XDS Adapt 2020 Speaker

2020, October ^

I was invited to speak at XDS Adapt 2020, the External Development Summit, the only annual, international games industry event advancing external development. Together with Daniel Monastero, CEO & founder at Garage 227 Studios, we presented a case study of our growing external and co-development partnership over the course of 4+ years, in a session called “From 911 to Speed Dial: A Case Study in Partnership Evolution”.

Session brief: “As an external developer, you’re often required to show proof of experience to land a work-for-hire contract, but where do you get started, when you have little? As a publisher, how do you find the right developer for your work-for-hire project, and build trust and understanding? This session features a case study of the steadily growing partnership between a publisher and a developer. We’ll walk you through how we met, started working together, and have seen our collaborations grow in frequency and size over a timespan of three years.

Key takeaways:

  • Publisher & developer perspective of getting a work-for-hire relationship started, and building trust and understanding over time
  • A developer’s approach to flexibly managing resources
  • A publisher’s experiences maximising opportunities with a reliable partner.”

The recording for “From 911 to Speed Dial: A Case Study in Partnership Evolution” is available on request.

IndieGameBusiness San Francisco Summer Edition 2020 Speaker

2020, August ^

Jay Powell from Powell Group Consulting invited me to speak at their San Francisco Summer Edition 2020 online conference, and I provided a deep dive into a publisher assessment of a potential new project.

Session brief: “You’ve pitched successfully, your potential publisher is interested, and both sides feel they may have found a match. It’s time to have an in-depth conversation about your team, project, and their future potential, in the attempt to achieve mutual understanding and alignment. What could a publisher ask, and care to know?

In this talk, I’ll focus on a series of topics I investigate when signing new potential development partners for SOEDESCO. In the past five years, I’ve learned a thing or two about positive signs, as well as signs of risk, to be on the lookout for during our pre-sign deep dive phase, and hope you’ll take away some insights into the inner workings of one publisher’s approach to pitch assessments.”

The recording for “A Deep Dive into a Publisher Assessment: What Happens After Your Elevator Pitch w/ Juney Dijkstra” is available here.

IndieGameBusiness Podcast 2019 Guest

2019, October ^

Jay Powell from Powell Group Consulting invited me for an interview on bi-weekly podcast IndieGameBusiness to talk about services publishers provide that often fly under the radar.

The interview recording for “The Untold Value of a Good Publisher w/ Juney Dijkstra from Soedesco” is available here.

Game Connection Europe 2019 Speaker

2019, October ^

Game Connection Europe 2019 in Paris offered me the chance to zoom in to a particular section of a session I first hosted several months prior, discussing best practices in leading a variety of people and teams by asking the audience for their thoughts and feedback on my approaches. The goal was for the shared suggestions to help not just me, but everyone in the audience, become a little bit better at what we do.

The slides for “(Teach me) How to steer a team of cats, unicorns and other unique creatures” are available to download here.

Game Quality Forum Global 2019 Speaker

2019, June ^

At Game Quality Forum Global 2019 in Amsterdam, I hosted a session where I presented several of the soft skill challenges I’ve faced in my first five years in the game industry, and asked the audience to provide their thoughts and feedback on how to tackle these challenges. The goal was for the shared suggestions to help not just me, but everyone in the audience, become a little bit better at what we do.

The slides for “(Teach me) How to be a better {jobtitle}” are available to download here.