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April 29, 2017
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Pascal Bestebroer's Blog   Expert Blogs

 

full time indie developer since 2004. Created Gunslugs, Heroes of Loot , Space Grunts and many more. Releasing games on mobile,pc and consoles.  If you like to stay updated on my games and posts, sign up here: http://www.orangepixel.net/sign-up/

http://www.orangepixel.nethttp://techblog.orangepixel.net/
twitter: orangepascal

 

Expert Blogs

Posted by Pascal Bestebroer on Thu, 20 Apr 2017 10:13:00 EDT in Business/Marketing, Indie
Post mortem for Meganoid(2017). A roguelike - platformer released on iOS,Android and Steam three weeks ago, some insights on the launch-period stats and results so far.


Posted by Pascal Bestebroer on Mon, 27 Mar 2017 05:18:00 EDT in Business/Marketing, Serious, Indie
How I've been, slowly, expanding my fan-base in a niche market without creating a true hit-game but with respecting my audience and always putting them at the front of my business decisions.


Posted by Pascal Bestebroer on Mon, 13 Mar 2017 05:27:00 EDT in Indie, Smartphone/Tablet, Business/Marketing, Console/PC
So many platforms to release games on, and so many tools you can use to create those games. Which platform is best to release games on? Mobile, PC or Console? I have some thoughts on that based on my experience of releasing games on all.


Posted by Pascal Bestebroer on Thu, 02 Mar 2017 11:36:00 EST in Business/Marketing, Indie
It's almost comparable to peer-pressure with everyone asking "are you at gdc?". But you are not, and that's okay! Take it from me: I'm never at GDC, and still I call myself a game developer.. it's ok!


Posted by Pascal Bestebroer on Tue, 21 Feb 2017 09:24:00 EST in Indie
The first in a series of blogs showing the process behind game development from a 13-year full-time indie developer "veteran". The series covers the basics from keeping dedicated to the work, to planning work load, running the business and more.


Posted by Pascal Bestebroer on Tue, 17 May 2016 01:42:00 EDT in Design, Programming, Console/PC, Indie
For Heroes of Loot 2, which launched in Early Access this week, I wanted to improve on all my previous attempts of a level-generator by not just generating interesting dungeons, but also adding solvable quests and challenges.



Pascal Bestebroer's Comments

Comment In: [Blog - 03/13/2017 - 05:27]

maybe because it 's not ...

maybe because it 's not about premium or f2p/iap at all :

Comment In: [Blog - 02/21/2017 - 09:24]

true, normally I don 't ...

true, normally I don 't do crunch, and I feel I 'm more productive for it

Comment In: [Blog - 05/17/2016 - 01:42]

no games inspired the design ...

no games inspired the design decisions on the proc-gen, it 's more the stuff I learned in previous games I made and what I wanted this game to have

Comment In: [Blog - 05/09/2016 - 08:06]

what the game is about ...

what the game is about is in the description, also looking at the trailer you can see the thrust-gameplay elements in action. r n r na greenlight game doesn 't have to be a 100 perfect releasable thing yet, it needs to show what it can be, which this game ...

Comment In: [Blog - 11/30/2015 - 03:20]

haha thanks, glad I can ...

haha thanks, glad I can provide some light in the dark days of indiepocalypse fables

Comment In: [Blog - 10/20/2015 - 12:00]

Very important things to do ...

Very important things to do indeed, but I consider them part of the business part of things.. not the actual game-development process. That 's why I didn 't include them in this article