A cheeky face lift!


The site was feeling a little unloved so I decided to give it a little face lift!

What I’ve changed:

  • New promotional image slider taking top space. This will be to promote things I’ve recently released – full width too!
  • Moved portfolio up the page instead of being down the bottom & also brought recent blog posts down just below that.
  • Added a new “my story” just to explain a little bit of who I am and what I do if you don’t know me. Thought this was a tasty personal touch there!
  • Added a instagram feed – you’ll be able to see loads of derpy pictures of me at events or maybe from games I’m currently working. I’ll keep this updated! So follow me on Instagram too – it’s ChrisJeffGames.
  • Neatened up the footer a little, added my full logo and made social buttons a little nicer.

Slide the little slidey thing around to see what’s new. It’s quite cool! Some things you can’t see as they’re on other pages but it gives you an idea of front page layout.

That’s it. No more waffle from me. Crazy busy at the moment too – it’s all good as it’s funding projects but I’ll get some up to date news on what I’m working on soon. I always say this…

Kongregate GameJam! French Bike.



Oh do I love a game jam. Even if I’ve got a crazy amount of work on, I’ll always want to find some time to get an entry in there. This time I failed though! Check out the jam here > Kongregate GameJam!

This was a little idea I dreamt up with NCH & Skybase. Admittedly this was a concept a few year ago that we had floating around but never done too much with it. So game was made with the theme of “attraction” – essentially you’re riding along playing your accordion and you spot a speeding girl on a Vespa, you think you love her so you chase after her! A little love story!


Psttttttt. The best bit is theres a HUGE twist in this game and since we didn’t finish It, I really don’t want to spoil it and show it off. You’ll see soon though, really, you will! It’s a massive twist, I mean the gameplay of this actually revolves around this twist too…


Ahhh, what could be more peaceful than this? Skybase painted these backgrounds together and man are they sweet. I set them up in to little pieces so I could create a scrolling background and also to add some parallax later in the contest.


I had a chance to work on it for around 2 days, so sadly it wasn’t in a position to enter in to the game jam – however I really want to get this made! During my time working on it I got it prototyping on mobile well and I think this could be a little title I could quickly made for mobile. What do you think?!

On a side note, Skybase(Yuya) did an amazing track but you’ll have to hear more when I post a bit more on this game in the future.

It’s April 2016?



Oh oh. It’s April 2016 already?! I’m bad at blogging – I really am. So I’ve been INSANELY busy. A lot of stuff that’s been going on I can’t really talk about at the moment & mobile games I’m developing at the moment aren’t really in a state to openly share them -BUT, it’ll change soon. As soon as I have stuff I’ll share it.


Pardon? Stop…who?


We know it’s you Trump. Take the wig off!

So before I start – this game wasn’t made as a dig at Trump at all. I don’t have a political affiliation to or against Trump at all. I think we took a fair approach of letting you play as Trump also – the game wasn’t just a big dig at Trump, he’s just a character in it. It’s a parody of a UK based petition that was going around that got quite some publicity about banning Trump from the UK – Miniclip and I wondered how fun it could be to make a game based around that, thus, Stop Trump was born!

Once we had the theme, I instantly called on memories of ‘Papers Please’ & how bloody amazing that game is. It’s a lot more complex than the game we were looking for, but I really thought a game where you’re letting passengers in & trying to stop Trump from entering – kind of like a Guess Who crossed with Papers Please, but a lot more basic.

Essentially ‘Stop Trump’ turned in to a game in that you’re a Border Guard doing your daily duty – screening passengers by allowing them in or denying them. However Trump is trying to sneak in, so you’ve got to be mega aware otherwise it’s GAME OVER! You also have a little nifty computer to play with – you can actually click icons, resize windows, move windows etc, although you probably won’t do all that, it was fun to make. You should just play it, you’ll see.

It’s US Election 2016 and as the race for the White House hots up, Donald Trump has upset some Limeys with his views on immigration. You’re a UK Border Guard and Her Majesty, Queen Elizabeth II, has instructed you to Stop Trump entering the country. As you ask new arrivals for their papers, please, can you spot Trump as he tries to sneak in? Get it right or the Queen will royally penalise you. If you prefer the alternative view, you can choose Trump mode, play as Donald Trump and make sure only your supporters get in. How do you like them apples, Britain?

Stop Trump

Trump mode! You’ve got to ban everyone apart from Trump’s friends (They all wear the same suit, apparently!)

The game launched with two modes.

Normal – You’ve got to deny sneaky Trump entry, he will dress up and try and blend in to sneak in. You can’t let him!

Trump – You’re banning everyone entry apart from your supporters, only let people sporting your glorious suit entry. (More of a speed run mode really!)

Was nice to have both sides of it in the game, and it made two different play styles. Trump mode is very fast and you’re making fast decisions, however in normal if you make fast decisions you may end up letting Trump in, oh no.

Screenshot at Apr 28 20-25-40

Alex’s (NCH85) art on the game was fantastic, his art style really suits what we were aiming for when we envisioned the game. When does he ever let me down anyway? Absolutely love working with him. And it’s a great little partnership we have! As soon as he drew Trump though, I lost it – too funny, I just couldn’t take it serious.

I’ve also got to thank Rob & Jamie over at Miniclip too, without them the game wouldn’t be near as wacky as it is! Especially Jamie with the voice acting – he’s actually the Queen believe it or not, he absolutely smashed it. Queen Jamie II!

Initially the game was only supposed to be a small little game, but man it got a bit bigger than we anticipated – but really it ended up worth it as it’s a bloody good laugh of a game! It was really fun for me and Alex to develop. You can check it out over on Miniclip here: http://www.miniclip.com/games/stop-trump/en/#t-sd

Also, I pinky promise I’ll try update more. I don’t forget to tweet though, I’m pretty active over in the Twittersphere (Is that a thing?) @ChrisJeffGames 


I now declare this new site…open!


It’s here! The new Chris-Jeff.com, let’s call it Jeff v3. I thought I’d clean it up a bit as to be honest, we’ve had the same page since 2009 and it was getting a bit bulky and an eye sore. I got in a few cleaners – Betty and Dorris and they did a swanky job and brushing around and cleaning up the place! They did an alright job don’t you think?

What’s new?!

How about, what isn’t new?! We’ve got everything new pretty much!

Front page – This is where a lot of the face lift happened, right on the front! I’ve cleaned up the blog to move it to it’s own page which completely free’d up the whole page! I’m now displaying featured images for the blog posts, ads for premium games I’ve released (Currently Space is Key mobile!) & also displaying any new projects I’m working on and announced at the bottom of the page! I’ve left room at the top under my welcome to be able to throw another ad for anything I’ve released too and it looks super clean still! I put in “HI, I’M CHRIS AND I MAKE GAMES AND STUFF.” as placeholder and kinda just left it there, it does no harm and kinda sums me up anyway.

Portfolio – Made a much nicer place for hosting all my games, whether they’re released or working on them. If they’ve been announced or launched, they’re in there! The old one was a side bar and a bit crappy for 2015. Needed a face lift!

Business section – I get a lot of emails from different companies which means other people than fans come on here. I thought it’d be nice and easy to host my Press Kit there and have a client page for them to have a cheeky peeky at, keeps everything in one place.

Blog – Blog has pretty much stayed the same but I’ve decided to move it over to it’s own page and actually not host the bulk of it on the front page. I chose this as my Jeff v2 was mainly a blog with everything else attached, I want this to be a site specifically for my works, with a blog attached. Nowadays I don’t blog as much so I feel primarily having a blog feels a bit of a waste since I’m a slacker! New blog posts, with a nifty little picture are updated on the front page though so don’t fret!

So that’s the intro to the new Jeff v3. As for games (Which really, that’s why you’re here). I’ve got some announcements to make soon – but I can say 100% of my time at the moment is on new mobile IP.


Ludic Ubiquity Interview


Hey guys. I’ve been a slacker on here for a good 6 months! I’m sorry for that, I suck. BUT, I haven’t fallen off the face of the earth – really, I’m here!

I got interviewed last month by Ian Schiffman from Ludic Ubiquity and thought I’d share it with you guys.

With no previous programming experience, Chris Jeff started learning Flash and Actionscript on his own in 2007 while he was in college. Motivated by his love for games, specifically online Flash titles, he worked up a few examples in his own free time looking to the internet for advice and help. He eventually released his first game which received a few million plays. Working as a full time game developer, he has produced, both on his own and with artists, a number of online Flash titles with each one becoming more popular than the last as he has matured as a developer. Yet, by far, his most popular title is the one-button platformer Space is Key and its sequels which have been ported over to Android and iOS. Now, he has established a reliable brand with Chris Jeff Games working with sponsors like Armor Games, BigFishGames, Kongregate and Addicting Games. Ludic Ubiquity caught up with him during the development of his latest mobile titles.

Here is the PDF version of the interview:
Chris Jeff Interview

Ludic Ubiquity: What got you started in programming and video game development?

Chris Jeff: I’ve always had a strong love for video games. And, all throughout school and college, I’d play a lot of Flash games and was pretty active on Newgrounds. After trawling the forums a little bit, I came to understand that these games weren’t made by the bigger companies you’re used to with consoles. These are literally one-man teams making insanely fun games and Adobe (Macromedia at the time) Flash was on the radar the whole time!

I decided to give it a shot and started to learn Flash when I was in college (UK college, so I was like 16) during my free time and made some little games for my classmates to play. People in the computer suite actually ended up playing them quite a bit and seemed really addicted to them. And from then on I just kept at it. Kept learning and kept making little games. I’m completely self-taught and used forums when I had issues and tutorials to mess around with and get a good understanding of Flash. So realistically I learned to program purely in order to be able to develop and design games.

LU: What was your first game?

CJ: You can find my first release game here. To give a bit of the back story to the game, this was during my Newgrounds days I believe. It was when “scary mouse mazes” were a big thing. The games themselves were generally fun but ultimately you got scared and the whole point of the game was to scare you – not to have fun! So I played around and made one which ended up getting a few million plays, this really shocked me that there where that many people out there that would play something I’ve made.

LU: How would you gauge the overall response to your games?

CJ: At first it’s pretty scary that you can put a game out there on the web and within days millions of people will have played it and commented whether or not they loved it, hated it or whether they really just hate you. I was in the Flash scene pretty early – since like 2007 (again I was 16!). So, I think I didn’t get hit as hard with the shock as some others will be as I kinda just got accustomed to it all. But to date, for sure, I still am shocked at how you can throw something out there and get so many eyes on it. I also think being in the Flash industry has prepared me for the bigger challenges of mobile & console development in terms of being able to engage with fans. This is where I can say I love Flash, right?

I’d like to think my games have been received well. I’ve been blessed with insane fan responses to games I’ve developed which has allowed me to keep going at it really. I’ve had the opportunity to work with some amazing sponsors and amazing collaborators in the industry too which has really allowed me to put games out there that I loved to do but couldn’t do on my own. Seriously, I can’t draw at all. I think I can draw a pig pretty well, but that’s all I can do.

LU: What’s your most popular game?

CJ: When it comes to any of my games popularity, I think it’s pretty obvious that, out of all of them, Space is Key dives out. This is literally a game that I had a little idea for one night and started prototyping at like 3:00 am. I honestly never thought it’d end up having the reception it did. And now it’s definitely at the top of my most successful games for sure. Scary how I’ve worked on games with artists and put in two to three months work, yet a little prototype with my own artwork in a night ends up outshining them all. Oh internet.

LU: Have you ever been to game festivals?

CJ: In 2013, I actually got to have Space is Key showcased at PAX Prime from a friend’s booth. He was hosting a booth in order to promote his social platform for Flash games and I got the chance to send Space is Key along. I actually didn’t get to go myself but I tuned in a few times via live chat with people playing the game and it was pretty insane to see people react to the game live. Apart from that, I’ve actually never been physically at an event with my game, but I definitely want to in the future: it looks so fun to do!

LU: What is your development process like?

CJ: I think my game development process is pretty straight forward. Nowadays I’ll actually get all my ideas down in a game design document at the same time as prototyping. I try and build the prototype into something fun and something I can really play with more. From that, I’ll start to buff the idea out and start making it into an actual game instead of a prototype, i.e. level design, art, sounds, etc.

Yet, the development process can change depending on the idea. Like for Space is Key, I had the idea of jumping over blocks: a really super simplistic idea. But it wasn’t until the end of making the game I felt like, if I polished up the place holder art I’d drawn – a bunch of squares really -, that the style could really compliment the game. Yet, it was one hundred percent about the gameplay and not how the game actually looked. Sometimes games just evolve from a little engine or prototype for another game I’ve made also; so, it really depends, but generally my process is the same.

LU: How do you go about creating the art for your games?

CJ: As I shared before, sadly I don’t draw. I’d literally love to! But I really can’t. So a lot of the time I collaborate with an artist, which in itself is amazing. Being able to bounce ideas off them and vice versa but, also, just to have someone else there on the project chipping in their ideas is completely invaluable and I love it. But sometimes if it’s an idea I think is simple enough, I enjoy running with it just by myself (like Space is Key). So usually my process for that is the same as any other game, I’ll fill the game with place holder art so I can get everything working and sometimes that art work just ends up sticking. I think with game art, if you’re not going for a fancy style, just having something super simplistic that really compliments the game can be just as effective.

LU: Besides artists, you’ve also worked with musicians. How do you go about working with them?

CJ: I love getting the chance to work with other people on projects. When I’m in a decent position in development and have the feel of the game down, it’s usually a great time to get a musician on-board. I think a good majority of my games have custom sound tracks actually. Audio is an often overlooked part of game development and really can solidify your game and achieve the feeling you want. I usually have a pretty simplistic approach with audio and for the most part I’ll talk to a musician who thinks of what style will really match the game I’m working with. I’ll show them the game and let them play it. I think letting them have hands-on time with the game lets them nail the feel of the game too. I always let them go wild with their creativity and try not to push them too much in a certain direction apart from some pointers or ideas for the track I’ve had.

LU: How has developing games changed your perspective and opinion of games you have played, if at all?

CJ: I’d say I have a pretty open love for games nowadays. I really do play a lot of different genres. However, I’ve noticed I do have a pretty short attention span when playing a game. It really has to hold me and I think that does actually shows in my games. I gravitate towards short, sharp styles. However, I’m a really competitive person naturally. Thus the likes of Dota 2 and Counter Strike: Global Offensive got their hooks in me and I play those often with friends. I think developing games definitely does give you a different perspective on games. I don’t think it really changes my opinion as I don’t play them as a developer: I’m playing them as me. But I’ve noticed that, if I don’t generally like a game, I can still respect it for what it is or what has went in to it a lot more than when I didn’t know a lot about what actually went in to a game.

LU: You started mostly with Flash games. How did you go about porting Space is Key to the mobile platform?

CJ: So the current Space is Key iOS/Android app is actually in Adobe AIR. It’s using Flash which for me is a technology that is right at home with the current workflow. And for Space is Key it runs perfectly without the need to worry an awful lot about optimisation like you would with much larger games due to vector art. Before the AIR version, it was actually in Cocos2D for just iOS for a year or so before I moved it over to AIR. This was completely different: it was a bit of a struggle and I had some help getting that out there. Right now for mobile games (which is my current focus) I’m using Adobe AIR for some & Unity for the others. I didn’t really choose the game for the platform initially. It’s just what I prototyped the game in and has kinda just stayed that way in using that technology.

LU: As a developer of browser-based games, what do you think the future holds for them?

CJ: I honestly think browser-based games will stay around for longer than a lot of people give them credit for. It comes down to ease of access. Just being able to load up a web page and play a game is a great thing. And, as there are developers still creating enjoyable and creative content, you’ll always see people playing games in their browser. Also, browser-based games have had insanely high quality games and have allowed developers to make that step to mobile/downloadable games too. Just being able to throw a game out there and reach a huge audience is unmatched.

LU: Last question: What’s next for ChrisJeff Games?

CJ: What am I not working on?! I’m actually working on three to four mobile projects still. They’re still in the early days apart from one which is leading the pack. I haven’t revealed what they are publicly nor shown pictures so sadly I can’t show anything. But I can say that one is an arcade/action/reaction game in the sense that Space is Key is and the prototyping has been great with it. It’s rather fun! The focus for ChrisJeff Games currently is mobile games. I’m feeling super excited working on these games on tablets & mobile.

I think my simplistic design approach generally compliments the mobile platform. So, it’s been a fairly nice transition but I can’t wait to get more content out there. As far as web games are concerned, I’ve had a game I’m ninety percent done with from, easily, over a year ago that I need to finish off and get out there. It’s called Beard Quest and you can see it here! It’s very typical of me to work on way too many things at once which sadly slows the development of a lot of them but when I do have stuff to show I generally blog or tweet about them pretty fast.

But yeah, hope you liked that and found something you can take out of it. If you have any questions, I’m happy to talk!

I’ve got a few blog updates planned to share what I’m doing at the moment as sadly I can’t actually share a lot of it yet – and I’m busting at the seams to tell you guys what I’m working on.

You also can view the interview over on his site at: http://sett.com/ludicubiquity/chris-jeff-interview