Josh Bycer's Member Blogs
The recent expose of Bioware framed this piece I wrote about why the core gameplay loop of your title can make or break its development
I did a complete design dive into Sekiro Shadows Die Twice and upon finishing the game, I wanted to share my thoughts on the design.
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Games may be built on win and lost states, but we're going to talk about punishment systems and how they tend to take things too far in kicking the player when they're down
Tutorial design can be very hard for designers to wrap their head around, but we're going to talk about some basic concepts to understand when trying to teach a player about your game.
Despite the overwhelming praise Sekiro Shadows Die Twice is getting, this Soulsborne and action game vet finds himself alone in thinking this game is broken at the design level.
Today's post looks at some of the basic elements all indie developers need to think about when planning to market their game and whether or not influencers should be a part of that.
My written and video thoughts on the Resident Evil 2 Remastered and how it applies both action-horror and survival horror game design.
My thoughts on the new Toejam and Earl game and how well the design holds up, with design breakdown video.
The design known as "Kaizo" has existed on the internet for years, and we're going to take a look at how modders are making some of the hardest games imaginable.
[More Josh Bycer Blogs]