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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: [News - 01/24/2014 - 03:57]

I think you think you ...

I think you think you are more famous than you really are. r n r nPlease Michael don 't be offended. I 'm just an employee who happens to be at King at this time, I love the place where I am now but I also know how volatile the ...

Comment In: [News - 11/22/2013 - 01:23]

Just my two cents. r ...

Just my two cents. r n r n Disruptive technologies like the Occulus Rift could instill life-breathing to the PC and console space, but only big companies will succeed in making AAA games. Gamers will look for realism, so indies will have a tough time figuring out how to make ...

Comment In: [Feature - 11/05/2013 - 03:00]

Our game on Greenlight The ...

Our game on Greenlight The Dark Triad was at 42 to reach the Top100, but with the batch of games aproved last 29th October, we are now at 96 of the Top100 about 9k votes . All this with the game running an unsuccessful Kickstarter campaign we didn 't have ...

Comment In: [Blog - 10/25/2013 - 02:39]

Roger Paffrath, thanks for sharing. ...

Roger Paffrath, thanks for sharing. I feel very identified with the story, as it also happened the same to me, but even worst I 'd dare say... making an unfinished RPG and spending a lot of money for a garage team standards. I hope to write an insightful postmortem one ...

Comment In: [News - 10/16/2013 - 04:03]

Thanks for the article Chris. ...

Thanks for the article Chris. r n r nI see that some of you recommend starting with C . But what API to use if XNA is not supported anymore by MS, it doesn 't seem worth the effort. Should a mix of C and Unity be good any other ...

Comment In: [News - 09/18/2013 - 06:20]

I worked at that European ...

I worked at that European partner as Community Manager. Things could have been done better, that 's true. Also true that WO tried to compete with WoW, but devs implemented sieges and keeps ala DAoC at the last development stage after the negative feedback from the community. When the game ...