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September 22, 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 Wed, 09 Aug 2017 10:11:00 EDT in Business/Marketing, Serious, Indie
No doom and gloom here, but stop†being an indie game developer, and start running a business!†Some tips from my 13 years running a fulltime indie development company.


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.



Pascal Bestebroer's Comments

Comment In: [Blog - 08/09/2017 - 10:11]

It 's a good way ...

It 's a good way to start. At least a lot better than diving in and expecting it all to go smoothly on the release/selling front. r n r nYou need to experience releasing games, you need to experiment with various releases to see how you can improve on that ...

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