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Blogs

Abel Bascunana Pons's Blog

I've been playing videogames non-stop during 30 years and been working in the games industry since 2005 in different roles, as QA Manager, Game Designer, Chief Localization Editor and Community Manager for companies such as Social Point (Spain), Gameloft Barcelona (Spain), Gameloft Montréal (Canada), GOA/EA (Ireland), Funcom (Switzerland), Gammick Entertainment (Barcelona) and BigFish Games (Ireland).

I'm currently the cofounder at Autoloot Games Ltd. and we are working hard on our first title, a 3D isometric, turn-based and story driven computer RPG (that was long!) called The Dark Triad: Dragon's Death.

As any indie dev, my main tasks include much of project management and PR. Game development.wise, I specially love working on level design and storytelling, trying to answer the eternal question... how the hell to make a believable, compelling and organic story with the limitations imposed by technology, time and production value.

You can know more about our game at: http://the-dark-triad.com/

Member Blogs

A Decalogue + 2 for prospect indie devs
Posted by Abel Bascunana Pons on Mon, 18 Feb 2013 07:14:00 EST in
A Decalogue + 2 addressed to prospect indie developers.
Read More... | 0 Comments

Portal 2 Game Design review: Part IV (and last)
Posted by Abel Bascunana Pons on Sat, 07 May 2011 07:29:00 EDT in Design, Console/PC
Fourth and last part of the Portal 2 Game Design review. These series will dissect the constituent (and sometimes unnoticed) game design elements behind acclaimed Valve's Portal 2.
Read More... | 0 Comments

Portal 2 Game Design Review: Part 3
Posted by Abel Bascunana Pons on Thu, 05 May 2011 04:39:00 EDT in Design, Console/PC
Third part of the Portal 2 Game Design review. These series will dissect the constituent (and sometimes unnoticed) game design elements behind acclaimed Valve's Portal 2.
Read More... | 0 Comments

Portal 2 game design review: Part 2  Featured Blogs
Posted by Abel Bascunana Pons on Wed, 04 May 2011 11:54:00 EDT in Design, Console/PC
Second part of the Portal 2 Game Design review. These series will dissect the constituent (and sometimes unnoticed) game design elements behind acclaimed Valve's Portal 2.
Read More... | 0 Comments

Portal 2 game design review: Part 1  Featured Blogs
Posted by Abel Bascunana Pons on Mon, 02 May 2011 08:55:00 EDT in Design, Console/PC
This is not a game review but a Game Design review. These series will dissect the constituent (and sometimes unnoticed) game design elements behind acclaimed Valve's Portal 2.
Read More... | 2 Comments

Some thoughts about casual game design  Featured Blogs
Posted by Abel Bascunana Pons on Sun, 25 Jul 2010 06:57:00 EDT in Design
Some thoughts about the casual gamer psychology, and how to apply it to your game designs.
Read More... | 17 Comments

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Abel Bascunana Pons's Comments

Comment In: Inside the striking art and design of Hawken [Feature - 06/03/2013 - 04:35]

I wonder what programming language ...

I wonder what programming language did they use to make the game: C Did they use any Game Tool or middleware Pretty amazing job being so few team members

Comment In: Farm for your Life’s Lifetime on Greenlight [Blog - 05/30/2013 - 05:08]

I have almost the same ...

I have almost the same stats as you for our game http://steamcommunity.com/sharedfiles/filedetails/ id 127626930 and I don 't think they will improve over time, no matter how much marketing and virality we try. r nPersonally, I think our presentation video wasn 't good enough to attract players, the concept wasn ...

Comment In: Making NeverWinter Nights: A classic BioWare postmortem [News - 05/20/2013 - 11:25]

I read this postmortem some ...

I read this postmortem some years ago, and I would have loved to know more about point 2. Incomplete Prototypes, and how ome of the initial prototyping lessons were forgotten or inadequately documented . r n r nI 'd like to know more about the most efficient workflows implemented by ...

Comment In: The Trouble with Immersion, or the Opening of Metro: Last Light [Blog - 05/16/2013 - 09:35]

The most inmersion-breaking things in ...

The most inmersion-breaking things in order for me: r n r n- Dialogue Loops r n- Blocked Areas r n- NPC Pathing Loops A to B, B to A r n- Animation Loops. r n r nOf these ones, the most irritating are the first two. It has already been ...

Comment In: Main Points from Valve's Greenlight Developer Chat 5-7-13 [Blog - 05/07/2013 - 05:09]

Our not-yet-finished CRPG was one ...

Our not-yet-finished CRPG was one of those hurted for being released on Greenlight prematurely, that was our fault, and we have the average of 7500 Yes votes. r nLaunching a new Greenlight and losing all your Yes votes doesn 't seem a good thing... shouldn 't there be a way ...

Comment In: How to Make it as a Professional Indie Game Developer [Blog - 04/09/2013 - 11:21]

It 's easy. If you ...

It 's easy. If you are a 1-man team or some friends are helping you for free, no need to think much about the money if your goal is making the game you 'd like to play. If you need to pay people, outsourcing, etc, you expect to cover the ...

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