Genre: choice-driven sci-fi narrative strategy
Keywords: sci-fi, worldbuilding, lifecycles, literary
Format: pc
Developer: Anomaly Games
Steam (Early Access)
Genre: choice-driven sci-fi narrative strategy
Keywords: sci-fi, worldbuilding, lifecycles, literary
Format: pc
Developer: Anomaly Games
Steam (Early Access)
Genre: action adventure
Keywords: historical, family, drama, children
Format: pc, Xbox, PS
Developer: Asobo Studio
Steam
Since May 2021 I’m a board member for the IFTF. The Interactive Fiction Technology Foundation (IFTF) helps ensure the ongoing maintenance, improvement, and preservation of the tools and services crucial to the creation and distribution of interactive fiction, as well as the development of new projects to foster the continued growth of this art form.
Genre: puzzle adventure
Keywords: dystopian, drama, death, family, horror
Format: pc/Xbox/PS
Developer: Studio Fizbin (published by Headup)
Steam/Xbox
I was a guest at this year’s Comics x Games festival, usually in Toronto but this year fully online. Comics x Games celebrates the two art forms by showcasing games, comics and lectures. This year the festival was via Twitch from 8-15 May.
More info on my lecture and all of the other guests can be found here.
The whole live stream can be rewatched here.
I’ve been involved with the Imagine Filmfestival for several years now, as curator Public Space (exhibits, design, interactive) and programmer for our ‘Expanded’ programme (games, VR, interactive). This year, Imagine is once again fully online. This is what you can expect between 7-17 of April:
Continue reading “Imagine Filmfestival 2021” →
For the Jamaican Game Developers Society I did a short lecture in their ‘Crash Course’ series. We talked about narrative design and writing for F2P mobile, trying to give some insight in how to start when you’re planning to develop a story-driven F2P game.
The whole talk and discussion afterwards can be replayed here.
I have had the pleasure of receiving a grant from the Dutch Stage Fund for the development of my digital/live hybrid theatre play ‘De Laatste’. This production is inspired by Mary Shelley’s novel ‘the Last Man’. The text is now ready and development will be ongoing, partly with help from the InnovationLab at Theater Utrecht.
The concept art as seen here has been made by Liz el Sadaany.
Dutch newssite Nu.nl interviewed me about my work as a gamewriter, and I got to explain why I think games should not just be discussed in Dutch Media under the headlines of tech or economy, but also under arts and culture.
I was a guest at the Dutch Media Week, a yearly conference about the impact of media on the community. On the 8th of October I did a short talk on storytelling in games and the possibilities storytelling offers for focusing attention to marginalized people and socially relevant stories. Afterwards I was interviewed, together with one of the other guests, Zuraida Buter.
Continue reading “Dutch Media Week – storytelling and social impact” →
For Dutch cultural organization De Kubus I helped out on a project in which primary school teachers were to develop new lessons based on the theme of Media Art and Tech. One of the schools involved wanted to develop something game-related, and I helped them develop their ideas and set up a basic gamedesign.
Games Connect Asia Pacific (GCAP) is Australia’s premier professional development and networking event for the game development industry, catering to a range of disciplines. Since it’s reboot in 2010, GCAP has grown and attracted an engaged audience and esteemed speakers from around the world.
Continue reading “GCAP20 – game dialogues” →
I had the pleasure to be interviewed by the wonderful Alexis of the gameHERs community. The interview is published in two parts, and you can read the first part here:
https://thegamehers.com/who-got-game/career-spotlight-jedidjah-julia-noomen-game-narrative-designer-part-1
We had a conversation about writing and narrative design, the benefits of my theatre experience, the role of the player when writing and the position of women and marginalized groups in the gaming community as a whole.
The gameHERs is very active online, with podcasts, a Discord channel and social media, so do check out their community!
I was also featured in the gameHERs cooking show on Twitch, simmHER. On there, chef Luciana Lamboy cooked one of my favourite recipes, vegan bami. You can see the whole episode here.
I gave a lecture for the Freeplay festival in Melbourne on using gameplay and interactivity in theatre (and other media).
The Australian Website Screenhub wrote a great article about my lecture. The link to the lecture itself can be found in the article as well.
The NarraScope conference that was planned for the end of May in the Chicago-area couldn’t continue as an on-site conference, but the organization decided to make this an online event, and I gave my lecture as an online talk.
The Differences Between Writing Voiced and Non-Voiced Dialogue – (60m)
Screenwriters are used to writing dialogue for actors. Comic writers will just see their words on the page. And the game writer? The game writer can do both. How does your perspective shift when you switch from one to the other?
The talk is now available on Youtube.
Alt-Frequencies won the ‘Prix Special de l’Academie’ at the ‘Pegases 2020’, the French Game Awards, for the game with the strongest social theme. Incredibly happy and proud of our whole team (studio: Accidental Queens). Getting recognized for your work is always wonderful, but this specific category means a lot to me (and all of us).
The game was also nominated for audio design and game design. Other nominees (and winners) were Life is Strange 2 and A Plague Tale.

Genre: interactive audio drama
Keywords: dystopian, timeloop, politics, humor, large cast
Format: mobile
Developer: Accidental Queens (published by Plug-In Digital)
App Store
Altfrequencies.com
Genre: Story-driven solitaire police procedural
Keywords: mystery, crime
Format: mobile
Developer: Merry Realm
App Store
For Game Happens, November 8-10 2019 in Genova, I gave a short inspirational talk called Listening vs Reading: The Differences between Writing for Voiced and Written Dialogue.
Continue reading “Game Happens 2019 – Inspirational Talk” →
‘But what do they LOOK like?’ – writing for audio-only games is the title of my lecture for AdventureX in London, the first weekend of November in 2019. In this lecture I discussed writing for audio-only games, using my experiences on Alt-Frequencies. The lecture also goes into the difficulties of communicating your work to external stakeholders during the development process (what to show when all you have is words in a tool system?), and discusses the casting, recording and testing process.
You can find the full video of my talk at the AdventureX YouTube channel.