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May 19, 2019
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Adrian Bauer's Blog   Expert Blogs


I'm one of the co-founders of D-pad Studio. Our development team is pretty small with only Jo-remi (programming), Simon (art), Henrik (programming), Jonathan (sound and music) and myself (design/ level design). Others include Julie, who helps with promotional materials for us (facebook and that sort of thing) and Vinter who jumps in to compose when Jonathan is busy. I work on concept art, writing and design for potential projects. For Owlboy I focus more on level design and testing. 

Currently we're working on Owlboy, which should see completion someday. In 2010 year we entered a very early build into the IGF and were nominated for visuals. The experience was great. We later submitted and won the Norwegian Game of the year award. You can keep up with our development on FacebookTIGS , Twitter, and our website.

We colaberated with Vinter (Savant) to create Savant: Ascent. It has been ported to nearly everything mobile and desktop related and even the ps4.

You can find me on Twitter posting silly things and updates to games.

I make infrequent updates on my Deviant Art page and I enjoy writing about design when I can.


Expert Blogs

Posted by Adrian Bauer on Mon, 20 Oct 2014 02:36:00 EDT in Design, Console/PC, Indie
In this article I want to take a brief look at how stories in games can be used effectively through gameplay to flesh out important details that give more weight to the larger much simpler goal of the overall game.

Posted by Adrian Bauer on Fri, 16 Aug 2013 09:23:00 EDT in Design, Indie
I have another article about my level design process in Owlboy. I wanted to share what I've learned about rooms, terrain, repeating shapes and player expectations. Using these will help you express themes of your game right down to basic mechanics.

Posted by Adrian Bauer on Fri, 16 Aug 2013 09:03:00 EDT in Design, Indie
This is about what I have learned from integrating story and environment design into Owlboy' levels. I explore the ways rooms flow and influence each other to breath life into a larger structure. It's about breaking down each room to explore a narrative.

Posted by Adrian Bauer on Wed, 16 Feb 2011 04:45:00 EST in Design, Console/PC
So I decided to do a close reading of one of my favourite games and found many interesting trends within the story telling experience. To my surprise it was able to build a rich yet subtly detailed world & characters while sustaining a rapid pace.

Adrian Bauer's Comments

Comment In: [News - 02/28/2011 - 08:53]

I love this game, I ...

I love this game, I ended up getting many of my friends interested in it as well. You guys are awesome. I've had the Meat boy sticker on my wallet since we chatted between booths last year at IGF. You guys always have D-Pad's support

Comment In: [Blog - 02/16/2011 - 04:45]

I will definitely do a ...

I will definitely do a few revisions soon, I'm just caught up in school as usual. Things to change so far: -Link a speedrun of the game for those who might feel excluded from what I'm talking about -Give a few other examples in my conclusion. Right now I focus ...