Josh Bycer's Member Blogs
Today's post touches on the concept of game accessibility, and some of the factors you need to think about in terms of consumers with impairments playing your game.
Today's post looks at the concept of command modifiers and what they mean for control schemes and game design.
Extending a game's lifespan and content can be difficult, and today's post looks at two different design philosophies built around making it better.
Asymmetrical design is an important concept for game developers to help compensate the AI. However, when things go too far, it can lead to the game being imbalanced against the player.
Super Mario Maker has been a real eye-opener when it comes to game design, and I wanted to share some tips I've learned after designing and playing custom levels.
The recent trouble with Payday 2 adding microtransactions is a huge difference compared to what happened with Team Fortress 2 doing it. For today's post, I'm looking at how Valve successfully and favorably made the switch over.
Today's post covers a quality of life feature of UI design designed to help make your game easier to learn and more streamlined.
Diablo 3 continues to grow with each new update, but I want to take a look at the main problem with the game's design that hasn't changed at all: The end-game.
Getting the pacing right in your title can be difficult and there are two extremes where developers tend to mess up on that we're going to look at today.
Creating challenging games is not easy, and today's post looks at the balancing act of difficulty and challenge to impact the player's willingness to keep going.
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