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Josh Foreman's Blog   Expert Blogs

 

Josh Foreman has been working as an artist/designer in the game industry since '96, on projects including Descent 3, Alter Echo and Guild Wars.  He also tumbles down stairs for fun.

 

Blog:  http://www.joshuaforeman.blogspot.com/

Personal Art:  http://scrybe.deviantart.com/

 

Expert Blogs

Posted by Josh Foreman on Thu, 27 Mar 2014 01:43:00 EDT in Business/Marketing, Design, Indie, Smartphone/Tablet
An examination and open question about difficulty spikes in Free-To-Play games


Posted by Josh Foreman on Fri, 02 Sep 2011 03:27:00 EDT in Design
“Perhaps, in the nature of things, analytical understanding must always be a basilisk which kills what it sees and only sees by killing.” C.S. Lewis ~ The Abolition of Man


Posted by Josh Foreman on Fri, 04 Feb 2011 07:16:00 EST in Design
The final –and probably unnecessary- part of an argument for minimizing cutscenes as story-telling devises.


Posted by Josh Foreman on Wed, 06 Oct 2010 07:12:00 EDT in Design
Here are some ideas for taking the good stuff out of cinematics and incorporating them into the game world.


Posted by Josh Foreman on Mon, 09 Aug 2010 04:16:00 EDT in Design
Can we find a way to take the goodies we get from cinematics and put them into the game world?


Posted by Josh Foreman on Thu, 29 Jul 2010 08:53:00 EDT in Design
Our industry is relying on linear narrative breaks that undermine player Agency, which should be the cornerstone of our art form.



Josh Foreman's Comments

Comment In: [Feature - 01/03/2012 - 04:55]

Fixed ... 3 years later... ...

Fixed ... 3 years later...

Comment In: [News - 02/04/2015 - 08:45]

Really cool to see the ...

Really cool to see the premise from the book Glued to Games put to good use

Comment In: [Blog - 02/18/2015 - 01:18]

Good thoughts. I feel like ...

Good thoughts. I feel like there may be actual, universal rules. But they are far fewer than one might expect. I think the ones that are fundamentally built around human psychology could be those. Such as Jessie Schell 's concept of flow: r n r nhttp://refractedpixel.com/indiedevstories/wp-content/uploads/2011/03/flow-channel1.png r n r nThe ...

Comment In: [Blog - 02/06/2015 - 01:35]

I 'm most impressed that ...

I 'm most impressed that you were able to take a very simple design rule Start an explorer in the middle of the map and spin a longish and entertaining article out of it Good job. I think I 'm coming off flippantly. I sincerely mean it. I enjoyed it.

Comment In: [Blog - 02/11/2015 - 03:39]

Indeed. In fact, user feedback ...

Indeed. In fact, user feedback is top of the priority list and should be built INTO the mechanics as they are being developed, because the best feedback is not the kind layered on top of a mechanic, but woven into its logic. That 's tricky and takes practice. But mostly ...

Comment In: [Blog - 12/09/2014 - 01:01]

Interesting read. This is a ...

Interesting read. This is a bit of an aside, but thought I 'd point out that your statement: r n r n Companies would have to hire more and more people to model every object in the game with more polygons more artists would have to create high-resolution textures more ...