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Abel Bascunana Pons's Blog

 

I've been playing videogames 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 working at King Barcelona as QA Analyst.

Last year I was the cofounder of an indie team for a not finished CRPG game called The Dark Triad: Conspiracy due to a failed Kickstarter campaing (**sigh) even this, the game made it to Greenlight's Top100, which I'm somehow proud of even the failed attempt.

If I must say something useful for game makers out there, it would be: the most important thing is learning through the ups and downs and be abble to apply your acquired knowledge in future endeavours. Success can't easily come without hitting the ground a couple of times first.

 

 

Member Blogs

Posted by Abel Bascunana Pons on Sun, 01 Dec 2013 08:09:00 EST in Design
In this article I try to include a much overlooked factor on the multiple attempts to define what a videogame is. I do so by explaining what my personal experience was when playing my first videogame at the age of 5.


Posted by Abel Bascunana Pons on Mon, 18 Feb 2013 07:14:00 EST in
A Decalogue + 2 addressed to prospect indie developers.


Posted by Abel Bascunana Pons on Sat, 07 May 2011 07:29:00 EDT in Design, Console/PC
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.


Posted by Abel Bascunana Pons on Thu, 05 May 2011 04:39:00 EDT in Design, Console/PC
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.


Posted by Abel Bascunana Pons on Wed, 04 May 2011 11:54:00 EDT in Design, Console/PC
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.


Posted by Abel Bascunana Pons on Mon, 02 May 2011 08:55:00 EDT in Design, Console/PC
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.



Abel Bascunana Pons's Comments

Comment In: [Blog - 08/25/2015 - 01:22]

I appreciate your shared this ...

I appreciate your shared this as i 'm currently struggling with the same issue. Though in my prototype i went for raycast scripted physics. I use transform.translate speed time.Deltatime for the jump and it has the same effect as you say on the first method, the player gets teleported to ...

Comment In: [Blog - 07/10/2015 - 02:51]

Very nice list, it certainly ...

Very nice list, it certainly feels you went through all this, thanks for sharing

Comment In: [Blog - 05/11/2015 - 05:14]

One of the best articles ...

One of the best articles i 've ever read at Gamasutra, thanks for sharing this Itay

Comment In: [Blog - 04/23/2015 - 06:17]

I do agree with two ...

I do agree with two affirmations: r n r n1 - Way back a gamer had less games to pick from, today the offer of games is huge, so if the game mechanic doesn 't hook the player immediately and the wrapping of the game is not appealing, high chances ...

Comment In: [Blog - 04/23/2015 - 04:33]

I believe Planetscape Torment found ...

I believe Planetscape Torment found the best immersive solution and cheapest one production-wise to this dilemma.

Comment In: [Blog - 03/04/2015 - 06:27]

Just started using TortoiseHG with ...

Just started using TortoiseHG with Unity and it 's working fine after some tries. The issue i 'm facing it 's about updating the scene in a branch and then merging to default. Sometimes it 's difficult to read changes even using kdiff.