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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: [Blog - 03/23/2016 - 01:46]

After having read your inspirational ...

After having read your inspirational Finishing a game , i 'm sure there will be many hidden gems here too. Ordering on Kindle

Comment In: [News - 03/09/2016 - 04:12]

I think crunch happens when ...

I think crunch happens when you work against your will more than it 's to be expected from you as agreed by yourself or your team, or because some extrinsic factor deadlines/lack of funds everyone , and as consequence you start feeling burnout and that feeling doesn 't go away ...

Comment In: [Blog - 02/24/2016 - 06:45]

Thanks for sharing this. I ...

Thanks for sharing this. I bookmarked some threads about this topic some ago, i hope you find it useful: r n r nhttp://forum.unity3d.com/threads/simple-reusable-object-pool-help-limit-your-instantiations.76851/ r nhttp://blog.ashwanik.in/2013/11/objects-pool-manager-in-unity3d.html r nhttp://answers.unity3d.com/questions/321762/how-to-assign-variable-to-a-prefabs-child.html

Comment In: [News - 04/10/2015 - 04:00]

Great piece, it 's obvious ...

Great piece, it 's obvious that there 's a lot of passion in what you say. Good luck with Videoball btw though the constant camera shaking unluckily didn 't allow me to enjoy the whole experience, it looks like a very addictive game

Comment In: [Blog - 01/28/2016 - 08:05]

very interesting, thanks and keep ...

very interesting, thanks and keep it coming

Comment In: [Blog - 01/07/2016 - 02:32]

It makes sense. It might ...

It makes sense. It might have been near to impossible to properly fine-tune some encounters unless the designers radically modified that piece of environment... r n r nI haven 't played it yet, it 's on my list but too many games to play at the moment. I 'll let ...