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Josh Bycer's Blog


Over the last 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 and Quarter To Three. My goal as a game theorist is to analyze past and present game design trends to better understand and forecast the future development of the industry

With my new 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 hopefully continue improving our industry and provide an easy to understand explanation on the concept of game design.


Member Blogs

Posted by Josh Bycer on Wed, 19 Nov 2014 01:31:00 EST in Design, Console/PC, Indie
Stealth gameplay can be an interesting topic as there are many ways to go about it. For today's post, I'm going to examine two popular philosophies and how they impact game design.

Posted by Josh Bycer on Wed, 12 Nov 2014 01:39:00 EST in Design, Console/PC
Great level design is key for introducing new and challenging elements to the player. For today's post, we're looking at the Souls series and how each game built their tutorials directly into the level design.

Discussing the artistic value of video games is a popular hot topic and for today's post I'm going to weigh in on where I find artistic value in games.

The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development.

The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design.

Posted by Josh Bycer on Tue, 14 Oct 2014 02:32:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Loot Tables are a necessary part of ARPGs and understanding the work that goes into making one is an interesting part of game development.

Josh Bycer's Comments

Comment In: [Blog - 11/17/2014 - 03:44]

I can see something like ...

I can see something like this going in two directions. You could have something like the King of Dragon Pass where you are forced to make choices without having any hard facts to tell you what 's the best choice and instead rely on what your council says. Or something ...

Comment In: [Blog - 11/12/2014 - 01:39]

I did almost the same ...

I did almost the same thing right down to switching genders and my first character was deleted after messing up so much in the beginning. What 's interesting and what I wrote about in my two part analysis was that Dark Souls 2 was a lot harder of a game ...

Comment In: [Blog - 10/01/2014 - 01:45]

I may not be a ...

I may not be a youtuber yet, but with my site I 've been making a stronger push this past year to get press copies of games and I can certainty bet there are a lot of people who are looking just to scam developers. This goes into the fact ...

Comment In: [Blog - 09/29/2014 - 02:07]

Good article and I agree ...

Good article and I agree with you. Nintendo when it comes to their games have always been gameplay first, story third or fourth and you can 't really put them in the same conversation talking about games like Hitman, GTA etc where the developers were focused on creating a story ...

Comment In: [Blog - 08/15/2014 - 04:36]

That 's interesting and something ...

That 's interesting and something that I bet a lot of us take for granted. I remember just how horrible I was when I was learning the Playstation one controller for the first time and had to wrap my head around pressing the trigger buttons.

Comment In: [Blog - 07/16/2014 - 03:15]

The thing is that with ...

The thing is that with Payday 2, it 's not a loot driven game but their system does provide motivation for acquiring loot in the form of the payday card selection. r n r nThere is some debate however from fans that having a random chance define the progression model ...