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June 7, 2013
 
Havok
Havok- 3D Software Engineers (Relocate to Europe)
 
Treyarch / Activision
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Blogs

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 ...

Comment In: Three Strategies for Curing Developer’s Block [Blog - 04/04/2013 - 09:05]

Great article, even i find ...

Great article, even i find it hardly applicable in a context of indie devs with scarce resources. Conducting playtests means the game is in quite an advanced state due to the lesser scope of indie projects even i agree it could be an early prototype . And for contacting a ...

Comment In: 8 Key Principles of Writing Effective Game Dialogue [Blog - 03/13/2013 - 05:27]

I don 't usually do ...

I don 't usually do any explicit marketing, but if you allow me to I 'll do it this time. We are working on a CRPG game uploaded on Greenlight. We posted a video introduction to the story of... 7 minutes http://steamcommunity.com/sharedfiles/filedetails/ id 127626930 r nThis is not game dialogue ...

Comment In: How much do indie PC devs make, anyways? (Part IV) [Blog - 03/06/2013 - 03:03]

Thanks for sharing David Mucha ...

Thanks for sharing David Mucha suerte en tus pr ximos proyectos

Comment In: Let's talk about Steam opening up [News - 02/28/2013 - 03:42]

1. Steam would lose its ...

1. Steam would lose its sense of exclusivity as provider of good-high quality games, becoming kind of a portal where we would increasingly see many browser-based style games. r n r n2. play sessions with PC games are longer than with mobile games, that are played during smaller timespans and ...

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