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Josh Bycer's Member Blogs

Posted by Josh Bycer on Tue, 05 Jul 2016 04:34:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at how the latest Doom created an effective power fantasy that controlled the mood of the story.


The AAA Market has always shifted to the latest trends, and today's post looks at four reasons why there is a focus on multiplayer presently.


Today's post looks at 3 important things to watch out for on Kickstarter game projects, whether as a consumer or developer.


Posted by Josh Bycer on Tue, 28 Jun 2016 11:22:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at the use of gating and how it provides structure to your game's design.


Posted by Josh Bycer on Thu, 23 Jun 2016 10:16:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
The horror medium has changed dramatically over the last two decades, and today's post looks at what the Game Industry has learned (and can still learn) from the Horror genre.


Posted by Josh Bycer on Wed, 22 Jun 2016 10:25:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Video game storytelling has grown over the years, but is the medium ready to truly break bad?


Posted by Josh Bycer on Tue, 21 Jun 2016 09:44:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
The use of difficulty settings has been debated for player-centric design, and today's post looks at the topic and how not every game can work with them.


Posted by Josh Bycer on Tue, 14 Jun 2016 12:13:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Creating an effective control scheme can be difficult, but here are 5 tips that can help any designer.


Today's post looks at the use of limited-time content as a form of marketing a game, and the pros and cons of it.


Game development is never easy and sometimes things just fail. Today's post looks at four clear warning signs that a game's development is in trouble.


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