Josh Bycer's Member Blogs
A follow up to my piece on boss fight design, I took a brief look at some of the most memorable boss fights I've seen in video games.
Early Access can be a blessing and a curse for game developers, and today's post looks at four key factors in having a successful development period.
The recent removal of two fan-made games frames a discussion on whether or not they can be considered fair use.
Good boss design is a tricky part of game design and balance, and today's post looks at three key traits that are a part of the best fights.
The recent changes on Steam are a big deal to Indie developers. And in today's post, I'm going to talk about why and what suggestions I have about it.
Looking at the state of selling games today, I have some ugly news to report to game designers.
Pre-ordering continues to be a major part of AAA marketing, but it's utility and purpose is being questioned by consumers today and leaves many wondering: Is Pre-ordering still worth it?
The recent Castle of Illusion removal from stores frames a post talking about how licensing affects games and what this means for the future.
There are two ways of upgrading the player during a game, and today's post looks at the right and wrong uses of upgrades to power them up.
While it may borrow from FPS, the movie Hardcore Henry has some important lessons for game designers.
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