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August 21, 2017
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Josh Bycer's Member Blogs

Posted by Josh Bycer on Thu, 20 Jul 2017 10:19:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR
Casual game design comes in all shapes and sizes, and today's post looks at the use of lunch break game design and how it packs a full game into a compact package.


Posted by Josh Bycer on Thu, 13 Jul 2017 09:55:00 EDT in Business/Marketing, Design, Production
The use of branding has become a big part of successful game companies, and for today's post we're going to look at the three main examples of branding.


Posted by Josh Bycer on Mon, 10 Jul 2017 10:13:00 EDT in Design, Console/PC, Indie
Ludonarrative Dissonance has become a popular discussion point for when story and game design conflict. For today, I want to try and come up with a term for when mechanics conflict with each other.


Posted by Josh Bycer on Wed, 05 Jul 2017 10:25:00 EDT in
Creating an effective control scheme is an important skill, and today's post looks at five key tips that can help you regardless of genre or design.


The Game Industry has its share of amazing successes, but it's important to talk about the other side of the coin and how risky game development is.


Posted by Josh Bycer on Wed, 21 Jun 2017 09:07:00 EDT in Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at tutorial design and what elements should be a required part of any tutorial regardless of the genre or game.


Posted by Josh Bycer on Thu, 15 Jun 2017 10:07:00 EDT in Design, Console/PC, Indie
The introduction of a video game is a very big deal, and today's post looks at the three popular openings game designers use.


Posted by Josh Bycer on Wed, 07 Jun 2017 09:24:00 EDT in Production, Console/PC, Indie, Business/Marketing, Design
With the steam direct changes going into effect next week, I wanted to talk about another way of providing quality control on Steam


Posted by Josh Bycer on Thu, 01 Jun 2017 10:39:00 EDT in Design, Console/PC, Indie
Today's Post looks at two areas of a game's progression model that can do more harm than good in keeping someone interested in playing.


Posted by Josh Bycer on Fri, 26 May 2017 09:55:00 EDT in Design, Console/PC, Indie
Today's post looks at the knowledge gap between consumers and designers, and if there is an easy way to close it.


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