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January 20, 2017
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Josh Bycer's Member Blogs

Posted by Josh Bycer on Fri, 09 Dec 2016 09:46:00 EST in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at the implementation of event-driven game design to keep a game from becoming stale


Posted by Josh Bycer on Tue, 06 Dec 2016 09:41:00 EST in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at the concept of sculptable difficulty; giving players the ability to essentially customize the difficulty of your game.


Today's post looks at the use of fun pain mechanics, and why they do more harm than good to a game's long-term success.


Today's post looks at a simple, but effective way to create an effective progression model for all players.


Posted by Josh Bycer on Fri, 18 Nov 2016 09:17:00 EST in
Hearthstone has become one of Blizzard's best, but after several attempts at getting into it, three issues with its design are pushing me away.


Today's post is all about tough love and a question that every game designer needs to answer about their game


This year has seen a lot of debates about the use of day one patches in video games. And for today's post, we're going to talk about whey they're important for game design, despite some negatives.


Trying to get non-gamers into our hobby can be a tough task. For today's post, I tried to come up with 8 games perfect to introduce someone to the joys of games.


Posted by Josh Bycer on Tue, 08 Nov 2016 10:31:00 EST in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at how modern MMOs have adjusted their progression model, and the pros and cons of the new system.


A new development this week is further bridging the gap between games and gaming, but is this a good thing?


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