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	<description>Niels de Jong - Game Designer and Developer</description>
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		<title>We Were Here Together (2019)</title>
		<link>https://www.redowlgames.nl/2019/12/25/we-were-here-together-2019/</link>
					<comments>https://www.redowlgames.nl/2019/12/25/we-were-here-together-2019/#respond</comments>
		
		<dc:creator><![CDATA[Niels de Jong]]></dc:creator>
		<pubDate>Wed, 25 Dec 2019 22:23:01 +0000</pubDate>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[windows standalone]]></category>
		<category><![CDATA[English]]></category>
		<category><![CDATA[mac]]></category>
		<guid isPermaLink="false">https://www.redowlgames.nl/?p=877</guid>

					<description><![CDATA[Co-op &#8216;escape&#8217; game Puzzle Design / Game Design Description I worked as a game/puzzle designer on We Were Here Together, the third entry in the co-op &#8216;escape room&#8217; series. We Were Here Together has 1500+ positive Steam ratings, (90% positivity)]]></description>
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<p>Co-op &#8216;escape&#8217; game</p>



<p>Puzzle Design / Game Design</p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="We Were Here Together | Official Release Trailer" width="750" height="422" src="https://www.youtube.com/embed/XhE5mPCHdY4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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<figure class="wp-block-image size-large"><img fetchpriority="high" decoding="async" width="1024" height="576" src="https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-1024x576.png" alt="" class="wp-image-878" srcset="https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-1024x576.png 1024w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-300x169.png 300w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-768x432.png 768w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-500x281.png 500w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-800x450.png 800w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-1280x720.png 1280w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-1920x1080.png 1920w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-1536x864.png 1536w, https://www.redowlgames.nl/wp-content/uploads/2019/12/We-Were-Here-Together-Mirror-Room-2048x1152.png 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h2 class="wp-block-heading">Description</h2>



<p>I worked as a game/puzzle designer on We Were Here Together, the third entry in the co-op &#8216;escape room&#8217; series.</p>



<p>We Were Here Together has <strong>1500+ positive Steam
ratings</strong>, (90%
positivity) and had <strong>42K concurrent viewers on Twitch</strong>
when it came out.</p>



<p>Steam page: <a href="https://store.steampowered.com/app/865360/We_Were_Here_Together/">https://store.steampowered.com/app/865360/We_Were_Here_Together/</a></p>



<h2 class="wp-block-heading">My contribution</h2>



<ul class="wp-block-list"><li> creating puzzles, from idea to releasable content </li><li> collaborating with a multidisciplinary team</li><li> setting up and running playtests, analyzing and summarizing results</li></ul>



<h3 class="wp-block-heading">More&#8230;</h3>



<p>In this project, I was responsible for <strong>creating puzzles from scratch</strong> and bringing them from idea to releasable content (ie. concepting, (paper) prototyping, whiteboxing, testing, adjusting based on tests, QA). I worked together with two other game designers and a team of artists and developers as well as several other disciplines. My biggest contribution was in <strong>conducting regular tests which allowed us to direct the team’s (design) efforts</strong> to those areas that could use that attention the most.</p>
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