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Josh Bycer's Member Blogs

Posted by Josh Bycer on Tue, 12 Apr 2016 02:03:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
The horror genre has changed over the years, and today's post looks at where it's at now and what we can learn from the first generation.


Running a successful game company also means making sure that people can easily find out about you. Today's post looks at some common points that you need to think about when designing your game company or game news site.


Posted by Josh Bycer on Wed, 06 Apr 2016 01:31:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Many designers struggle with properly explaining their games to new players, but today's post looks at some important questions to consider when trying to teach the player.


I've never been a fan of gambling mechanics, and a recent trip to Vegas solidify those thoughts and why I don't want to see them be adopted by the Game Industry.


Posted by Josh Bycer on Mon, 28 Mar 2016 08:43:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Understanding what information to reveal and hide to the player is an important part of creating good game design, and today's post looks at that dividing line.


A piece in response to the "10 games or more on Steam" talk out of GDC 2016 and the continuing difficulty in defining the consumer base of the Game Industry.


Posted by Josh Bycer on Thu, 17 Mar 2016 08:12:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Optimization is an important part of any city builder or strategy game, but today's post looks at why the human factor needs to be a vital part of the process.


A counterpoint to my previous post on Early Access. While the platform works most of the time, there are a few points that may dissuade you from using it for developing your game.


Posted by Josh Bycer on Wed, 09 Mar 2016 03:05:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR
A follow up to my post on short and long-term progression; we're going to examine how new gameplay and mechanics can be used to keep the player motivated.


Posted by Josh Bycer on Mon, 07 Mar 2016 05:05:00 EST in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
The Game Industry became a lot more accessible over the last decade, and part of that was a decision to abstract design and mechanics. Today's post looks at what that means and one of the best examples of it in action.


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