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The BeautiFun Team Stories - Pol Urós (Programmer) Part II

By : Unknown
Pol is not currently working on BeautiFun Games. However, he's an awesome guy and he's still our friend, so here's his story for you to read.


Click to read part I of this interview.

In this second turn of the interview, as it is usual in the series, Pol talks about his professional story.

Pol: When I was at high school I aspired to be part of the development process of a videogame. Programming is something I have always been interested in, and on the other hand I'm really bad at drawing. So I chose to study a Videogame Development Masters Degree after finishing my Bachelor in Computer Science. There I met Kevin, Aniol and Lourdes, with whom I founded BeautiFun Games.

Jesús: About the Masters, what was the most important stuff you learned there? Did you studied anything related to game development before, during your degree?

P: I had learned a considerable amount of stuff on game development during my degree, thanks to a subject that was focused on that matter, by chance the teacher was also the Masters director. They taught us how to create a game engine using low level APIs, like DirectX and OpenGL. That was useful to understand how things worked from the inside, but not so convenient if we wanted to create and publish our own games in around six months. Now most people use third-party engines, like Unity, Unreal Engine, GameMaker, etc. Perhaps the most important experience I carry on from the course was to have met really enthusiastic and hard-working people, and of course having released a full game! The Creature was the result of a lot of effort from Kevin as well as the rest of our team.


J: What can you tell me about The Creature?

P: The game was very complete, with twenty levels, a lot of features, several final bosses, secrets, also we implemented a mechanism in which you could unlock a parallel level as you progressed... I'm quite proud of it.

We also had problems during the project, since one of our team members decided to give up and abandoned the Master, and consequently the project, just when the final months of the development were starting. So we were only two programmers left, David Gallardo and me, we both became very good friends. Kevin, aside of designing the game, also did character design, and also we had Andreu Farré and Lluc Romaní (who also found a job before finishing the project) that were modelers. I remember the last day of the project, when we were due to deliver the alpha version of the game. I went to bed at 11 in the morning! It was quite simple, if I didn't finish the project nobody would do, so I slept 4 hours and then went to class to showcase the work...I almost fell asleep that afternoon. When I look at the game now, have to say it has aged quite well, but will always have the limitations of being a students project.

J: How did you experience the transition from the Masters Degree to kickstart BeautiFun Games?

P: After the Master, we started having meetings between several students with the intention of creating a game, this was after doing a first prototype that had potential but needed more dedication, then Aniol came up with the idea of using his savings to create a studio and turn our passion into paid work. As for the rest of the team, for me that movement was kind of surprising, but not so much, since I knew Aniol was a great poker and Magic player. I was following his progresses and knew he had a remarkable success in both worlds. I was also playing Magic and decided to try my luck in the poker scene and see how much I could make too. So I was playing regularly during one year, and especially very hard for one month. The result after all were around 10.000 euros. It was engaging since I started from the bottom with no investment at all, and step by step I saw how I was rising more money only with my effort. But once I made those 10.000 I thought it was enough for me, it took a lot of time and I didn't wanted to keep doing that for the rest of my life. So I focused completely on game programming.


J: And when you started BeautiFun, do you remember how the idea of Nihilumbra emerged?

P: I remember Kevin sit down with us one day and presented the idea of developing a game for mobile devices, something that was more mature than everything that can be found on the market at the time. Something that had nothing to do with the casual Angry Birds model everybody was trying to imitate. At the time (early 2011) there was nothing similar on mobile. We all agreed and then we embarked on a really hard but thriving adventure, the game took us significantly more time than we expected to be finished. I remember we were really tired after fourteen months of development, Aniol worked many days until really late in the morning, testing the game again and again. We wanted to polish it to the last detail.  

J: Now I would like to know something about your day to day routine, how do you work best?

P: I believe my case is not very common in this business, I use to work some days at home, especially when I need to focus on something that depends exclusively on myself, and also I concentrate much more when I'm alone. Other days I go to the office because I need to work hand to hand with another members of the team, or when we have meetings and we talk about common important issues.

J: What have you learned during this first years in the industry?

P: The most important thing I have learned, and perhaps the most obvious one, is teamwork. Working in a team is a technical challenge, but it also demands from you to have a high degree of empathy towards others. In the end we all are here to make great games that can allow us to earn enough money to make a living out of it. If someday we get rich it would be great, but that is not the main goal here.  


J: Can you tell us some details about the complexity in the programming when you are working in a team?

P: I try to put special attention in creating a code that will be as clear as possible for others to understand. Also, as our projects are more directed by the artistic and design aspect than the purely technical aspect, we try to make tools for the designers and artists to use during the development. In this way we put a lot of effort in creating those tools, but it pays off, since they don't need any technical knowledge and can start doing their job faster.

J: I would like to know what are the things you like the most about the other members of the team.

P: Aniol is a very straightforward guy. When he says things to others he goes right to the point, that's something good because he know what he wants to say. Also he is a great programmer.

Kevin has a lot of good ideas, he is always thinking about new ways to improve our games design, and also how to make our life easier by writing a lot of useful documentation. In addition, he is always supervising our progresses to see if we are doing things as he tought they should in accordance with the design document.


Lourdes helps us to focus, and he is always attentive to how we organize things, when something is not working well she is the first who goes out and try to put some order acting as a mediator.

Marcos is a really good programmer, he has adapted really fast to the rhythm of the rest of team. Is very active and interested in how to learn more and more things about programming in general, and to improve our project in particular.

Jordi is really talented, and he's working very hard in Megamagic character designs. He complements Lourdes' work perfectly. 

Jesús is a very motivated and passionated guy, he wants to learn a lot and always he's proposing changes and improvements to our team.

J: What would be a good and a bad attribute of yourself?

P: A remarkable flaw of mine is that I use to feel really bad and frustrated when things don't come out as I expected. And a virtue is that I'm quite calm, very much able to think everything in order to find the best solution, also I use to inspire this calmness in the people around me when problems emerge. 

J: And finally, what can you tell us about Megamagic?

P: I have to say I love the project, perhaps it's a bit ambitious for our small team, but we are all more experienced than when we started and also love challenges. The characters are looking great, very emphatic, and about the gameplay, I believe all the fans of the RPG and strategy genres will thoroughly enjoy it. I'm looking forward to see how it evolves and what people thinks about it.

You can get in touch with Pol on Twitter, he is @daiflys

BeautiFun Weekly: News and Discoveries Ep.4

By : Unknown
Indie Survival Guide
Last Friday Kevin Cerdà did a speech about game design at the UAB, an university from Barcelona. He talked about his career as a developer while giving the audience some useful advices about how to survive in the dangerous videogame world while riding a shark. The speech was in spanish, though.


We have to give special thanks to the guys from Brauni Studio, a low cost studio from Barcelona, that came to the speech to record it with two cameras, a good microphone and a lot of patience (they had to be standing up for two hours to record it). Actually, it's not the first time that we collaborate with them: they were the guys that did the awesome greenlight tráiler for Nihilumbra.

via Kevin

German Developer Awards 2013
Last week, the 10th German Developer Awards were celebrated. We were happy to see that a couple of friend studios won a prize there. We are talking about Studio Fizbin, who won the Best Family game award with their great graphic adventure: "The Inner World"; and Threaks, who won The Best Serious Game and the Best Game Design award with "Beatbuddy".



 
 Wolf Lang from Threaks and Alexander Pieper from Studio Fizbin.
They both made a huge mistake adding Kevin on Facebook.

We would also like to mention another winner of the ceremony: the computerspiele museum from Berlin. It's a really cool museum that we recommend to everyone who likes videogames. It's not so big, but it's filled with interesting stuff. You should absolutely go there and play with their PainStation a little bit.

via Jesús

Nihilumbra on 20 Minutos

The 12th of December, BeautiFun Games was mentioned in an article on a Spanish newspaper called 20 Minutos. It's really cool because it's a free newspaper that everyone reads on the train. You can see the article (in spanish, of course) in the page 14 on this link.



VideoGame Maps

We've found this website. You should visit it. Now. It's absolutely amazing.
On this site, you'll find the original maps of thousands of games from a lot of different consoles. Just go now and check it. As a reference I'll leave here a map from the second Streets of Rage just because it's cool.


The most epic wedding ever

Adam Bohn, founder of Artix Entertainment (the creators of Adventure Quest) stars in the most epic wedding ever seen by mankind. When the priest asks if someone has any objections with the wedding, a character from their own game appears and Adam has to fight with him. Right there. With swords. We don't want to spoil you the video, but let's just say that we hope that the bride didn't get pissed; because she can't be in the spotlight when a bunch of ninjas breaks in a wedding.



Here you can check out our previous issue of BeautiFun Weekly: News and Discoveries.




BeautiFun Weekly: News and Discoveries Ep.1

By : Unknown
Hey ya BeautiFans!


Today we start a new series of posts, where we will talk briefly about the most intense things we lived along the week and the best stuff we have found on the Internet, hope you like it!

NEWS!



Well, we can`t start this first post without mentioning something very important that recently happened to us. Nihilumbra won two awards! At HòPlay Indie Festival, an event mainly focused on promoting the indie scene, it got the Best Gameplay Award! and yesterday Nihilumbra was also awarded with Best Independent Game Award at Fun & Serious Festival 2013! We want to thank everyone who supported us and also tell you that our designer Kevin Cerdà, who travelled there to spread the joy and beauty of our studio among the game industry, is going to write an awesome post next week explaining everything that happened with more detail.
DISCOVERIES!

And now, let's go with our favorite stuff from what we saw along the past week on the social networks and our own personal lives:


Nihilumbra is 30% off on Steam sales! so click here and get your copy now!


Game Maker Standard Studio is free for a limited time! if you ever wanted to try your luck as an indie developer, now there is a great chance with this tool, there are tons of documentation and tutorials out there. You only have to download the software and register it, so YoYo Games will send you a key to activate the standard product.





VLAMBEER CLONE TYCOON teaches you how to clone a game from the company and the best of all is that everything is based on real facts! its kind of a news game full of sarcastic humour, amazing work!




The Inner World, a beautifully crafted point and click adventure, is the debut title from our German friends Studio Fibzin. The game has just been released for many platforms: PC, Mac and iOS. Give this game a chance and help Robert to save Asposia in a story full of great humour and creativity. 

Source: Our colleague Marcos Sueiro's (@sueythelaw



We just discovered this great talk from Jonathan Blow at Creative Mornings Portland event. He talks focuses on describing how badly used marketing distorted narrative design in the 80s and 90s TV series and relates that to how some evil monetization practices are equivalently corrupting the true gaming experiences in social and casual games. If you are a game designer, this lecture is a MUST to watch!

Source: Our colleague Jesús Fabre (@JesusFabre)

And finally, but not least important! there is Super BR Jam! it's not a bundle, it's not a jam, is the best of both ideas mashed and improved to the max! around 30 studios from Brazil joined to celebrate the Brazilian indie scene and also help charity! they created some crazy and funny games (livestreaming the process in most cases), sold them in a bundle along with other commercial ones and are going to donate 100% of the money to charity! we really have to praise this iniciative by encouraging you to participate and purchase your bundle.


Here is the list of studios participating in the event:
Critical, Arrowhead, Behold, Miniboss, Swordtales, Kaipora Digital, DeVoid, Pixel Cows, Pocket Trap, Pigasus, Bitcake, Loud Noises, Aduge, Tsubasa, JoyMasher, Hoplon, Otus, TawStudio, Flowkore, Double Dash, Aiyra, Lumentech, Vitreo Lab, ZeroDuo, Broken Finger, Kimeric Labs and Nano Studio.






Pol, one of our programmers, is a huge Zelda fan! this past week he just beated The Legend of Zelda: A Link Between Worlds for 3DS, and wanted to share the magic with you thanks to this musical moment! and the HOLY mini chest! 

Source: Our colleague Pol Urós (@Daiflys)




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