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Abel Bascunana Pons's Blog
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I've been playing videogames non-stop 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 the cofounder at Autoloot Games Ltd. and we are working hard on our first title, a 3D isometric, turn-based and story driven computer RPG (that was long!) called The Dark Triad: Dragon's Death.
As any indie dev, my main tasks include much of project management and PR. Game development.wise, I specially love working on level design and storytelling, trying to answer the eternal question... how the hell to make a believable, compelling and organic story with the limitations imposed by technology, time and production value.
You can know more about our game at: http://the-dark-triad.com/
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Member Blogs
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A Decalogue + 2 for prospect indie devs |
| Posted by Abel Bascunana Pons on Mon, 18 Feb 2013 07:14:00 EST in
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| A Decalogue + 2 addressed to prospect indie developers. |
| Read More... | 0 Comments |
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Portal 2 Game Design review: Part IV (and last) |
| Posted by Abel Bascunana Pons on Sat, 07 May 2011 07:29:00 EDT in
Design,
Console/PC
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| 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. |
| Read More... | 0 Comments |
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Portal 2 Game Design Review: Part 3 |
| Posted by Abel Bascunana Pons on Thu, 05 May 2011 04:39:00 EDT in
Design,
Console/PC
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| 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. |
| Read More... | 0 Comments |
Portal 2 game design review: Part 2  |
| Posted by Abel Bascunana Pons on Wed, 04 May 2011 11:54:00 EDT in
Design,
Console/PC
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| 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. |
| Read More... | 0 Comments |
Portal 2 game design review: Part 1  |
| Posted by Abel Bascunana Pons on Mon, 02 May 2011 08:55:00 EDT in
Design,
Console/PC
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| 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. |
| Read More... | 2 Comments |
Some thoughts about casual game design  |
| Posted by Abel Bascunana Pons on Sun, 25 Jul 2010 06:57:00 EDT in
Design
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| Some thoughts about the casual gamer psychology, and how to apply it to your game designs. |
| Read More... | 17 Comments |
[More Abel Bascunana Pons Blogs]
Abel Bascunana Pons's Comments
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Comment In: Making NeverWinter Nights: A classic BioWare postmortem [News - 05/20/2013 - 11:25]
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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 ... |
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Comment In: The Trouble with Immersion, or the Opening of Metro: Last Light [Blog - 05/16/2013 - 09:35]
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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 ... |
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Comment In: Main Points from Valve's Greenlight Developer Chat 5-7-13 [Blog - 05/07/2013 - 05:09]
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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 ... |
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Comment In: How to Make it as a Professional Indie Game Developer [Blog - 04/09/2013 - 11:21]
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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 ... |
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Comment In: Three Strategies for Curing Developer’s Block [Blog - 04/04/2013 - 09:05]
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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 ... |
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Comment In: 8 Key Principles of Writing Effective Game Dialogue [Blog - 03/13/2013 - 05:27]
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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 ... |
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