Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 22, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

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 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.


Posted by Pascal Bestebroer on Tue, 09 Feb 2016 01:52:00 EST in Business/Marketing, Indie
Have you ever tried your hands at a game genre that you didn't even like to play? It's a thrilling experience and it can bring you a lot of awesome experience, let me explain!


Posted by Pascal Bestebroer on Mon, 30 Nov 2015 03:20:00 EST in Business/Marketing, Serious, Indie
Times have changed, having earned a living on mobile for 10 years.. I'm now slowly moving away to PC. Is my love for mobile gone, or has my audience been scared away by free-to-play ?


Posted by Pascal Bestebroer on Tue, 03 Nov 2015 01:09:00 EST in Business/Marketing
A blog about breaking my own rules of business, breaking my own rules of game development, but also creating my best game in ten years without people knowing about it


Posted by Pascal Bestebroer on Tue, 20 Oct 2015 12:00:00 EDT in Business/Marketing, Production, Indie
Every developer goes through it: "the four-phases of game development". From prototype to release there are very definable blocks of time that go along with different moods, different work-load, and different degrees of losing your sanity.



Pascal Bestebroer's Comments

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]

A: The level generator is ...

A: The level generator is capable of mixing up specific things like room-sizes, corridor lengths, the amount of alternate-paths in a room. r n r nAt the start of the level-generation, the decisions are made to make a big level, or a smaller level. To have big rooms or just ...

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]

let 's hope we have ...

let 's hope we have the same survival instinct and that 's what is pushing us

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

your comment made me think, ...

your comment made me think, so I pitched the pitch to my twitter followers and a whole bunch of comments came out r n r nfor now the new one is: r n r nSpace Grunts mixes an action game with a turn-based roguelike: Quick instant turns and inventory handling ...

Comment In: [Blog - 07/06/2015 - 01:34]

it 's actually easier to ...

it 's actually easier to be the artist programmer.. much faster turn-around times when I need new graphics, animations or when I completely want to redesign things. r n r nDoesn 't hurt learning a few more languages.. you 'll find that most of them have a lot in common, ...