Josh Bycer's Member Blogs
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.
Despite how it has come to define this industry, the study of game design for a lot of people continues to be discounted, and it's time for that to change.
Black Mirror's "Bandersnatch" episode recently debuted, and offered viewers a lesson on the illusion of choice that developers have to deal with.
The success of Dark Souls has spawned many imitators, and for today's post, we're going to look at the common elements people get wrong when analyzing Souls-Like design.
Realism is a popular marketing point for many videogames, but today's post looks at how it can get in the way of playability.
Today's post looks at how the bar continues to be raised for design and aesthetics, and what that means for working on the next "big hit."
Worldbuilding may not sound that important to videogames, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Many games sadly slip under the cracks despite good reviews, and in honor of Halloween, I wanted to pay homage to one of the best licensed games that most of you never played.
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.