Josh Bycer's Blog
For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra, Xsolla and Quarter To Three.
With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.
Today's post looks at 3 important things to watch out for on Kickstarter game projects, whether as a consumer or developer.
Today's post looks at the use of gating and how it provides structure to your game's design.
The horror medium has changed dramatically over the last two decades, and today's post looks at what the Game Industry has learned (and can still learn) from the Horror genre.
Video game storytelling has grown over the years, but is the medium ready to truly break bad?
The use of difficulty settings has been debated for player-centric design, and today's post looks at the topic and how not every game can work with them.
Creating an effective control scheme can be difficult, but here are 5 tips that can help any designer.
Josh Bycer's Comments
[Blog - 06/28/2016 - 11:22]
That 's a good point ...
That 's a good point about the downside of gating. It would have been better to have buildings unlock and remain unlock for future cities. That way, a new player will learn the right time to build them, while experts don 't have to go through the same motions over ...
[Blog - 06/23/2016 - 10:16]
Now you got me wanting ...
Now you got me wanting a nightmare-styled game someone taking the concept from Max Payne and really going to town with it.
[Blog - 05/31/2016 - 05:55]
Two points. r n r ...
Two points. r n r n1. I agree with you about the video if I didn 't read that it was a puzzle platformer, I would have never guessed that from watching the trailer. If you can 't show direct game footage, you need to something that tells the consumer ...
[Blog - 05/24/2016 - 02:02]
Blizzard as a studio is ...
Blizzard as a studio is definitely an exception to the norm, like Valve, but their process for refinement and polish, instead of copying is something that should be emulated.
[Blog - 05/16/2016 - 07:16]
Good points on both accounts ...
Good points on both accounts on how to talk to players and the importance of PR skills. That 's another thing I hear from developers I 've spoken to, if you lay it all out there and explain it to people, they are more accepting than saying something like, I ...
[Blog - 03/28/2016 - 08:43]
That 's a good point ...
That 's a good point and is very important in today 's market. With so many games being released daily, we don 't have days to spend learning how to start playing a game. I 'm working on a post now that looks at my own thought process and how ...