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May 22, 2017
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Abel Bascunana Pons's Blog

 

I've been playing videogames 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 working at King Barcelona as QA Analyst.

Last year I was the cofounder of an indie team for a not finished CRPG game called The Dark Triad: Conspiracy due to a failed Kickstarter campaing (**sigh) even this, the game made it to Greenlight's Top100, which I'm somehow proud of even the failed attempt.

If I must say something useful for game makers out there, it would be: the most important thing is learning through the ups and downs and be abble to apply your acquired knowledge in future endeavours. Success can't easily come without hitting the ground a couple of times first.

 

 

Member Blogs

Posted by Abel Bascunana Pons on Sun, 01 Dec 2013 08:09:00 EST in Design
In this article I try to include a much overlooked factor on the multiple attempts to define what a videogame is. I do so by explaining what my personal experience was when playing my first videogame at the age of 5.


Posted by Abel Bascunana Pons on Mon, 18 Feb 2013 07:14:00 EST in
A Decalogue + 2 addressed to prospect indie developers.


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.


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.


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.


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.



Abel Bascunana Pons's Comments

Comment In: [News - 08/19/2015 - 03:59]

I 've played many games ...

I 've played many games along the years, and I can ashamessly say RL is one of the best games I 've played on the last 20 years. 300 hours or so now. r n r nThe game gives you back the effort you put into it. Even when you ...

Comment In: [Blog - 05/08/2017 - 10:03]

Thanks for sharing. So you ...

Thanks for sharing. So you 've been working full time on Eastshade for 3.5 years did you code other games before tackling this big project or your learnt to code along the way Good luck with both games

Comment In: [Blog - 05/05/2017 - 09:34]

Bookmarked too, pretty good advice ...

Bookmarked too, pretty good advice here. Do you still use Game Maker or another game engine how long does it take on average to finish your games Good luck with Nova Drift and thanks for sharing.

Comment In: [News - 05/03/2017 - 04:00]

Hi Thomas congratulations for bringing ...

Hi Thomas congratulations for bringing your child to the games world I knew about your work thanks to the Unity video : I have some questions for you if you have the time: r n r n1 you talk that some money came in... do you refer the one from ...

Comment In: [Blog - 04/12/2017 - 09:52]

Practical and sound advice. Scope, ...

Practical and sound advice. Scope, scope, scope... how important it is to get things finished if you can only afford 20h a week. Best luck with your game

Comment In: [Blog - 09/24/2015 - 05:48]

For the comments that I ...

For the comments that I read and the fact that it seems this budget info is assumed to be only traded among the ones in the business alone, it would be helpful that other devs could be more publicly open with their budgets too, so other aspiring indie devs could ...