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Blogs

Josh Bycer's Comments

Comment In: The Demo Is Dead, Part 2 [Blog - 06/05/2013 - 05:38]

Personally, I think another factor ...

Personally, I think another factor of demo appeal has to do with the complexity of the title in discussion. If you have a game that does a lot of things different from everyone else, then a demo can help on the simple premise of showing people just what the heck ...

Comment In: God of War / Devil May Cry love letters [Blog - 06/05/2013 - 12:18]

Great story, it 's always ...

Great story, it 's always interesting to hear different teams communicating with each other. I would love to see developers collaborating with each other on projects instead of things being viewed as a major competition for sales.

Comment In: The Hero's World or the Worldly Hero [Blog - 05/29/2013 - 03:05]

Those are both good examples. ...

Those are both good examples. r n r nIn keeping with this kind of narrative, MMO lore is arguably one of the hardest areas in terms of good world design due to the chosen one trope. As either the game paints you and the millions of other players as the ...

Comment In: Valve rolls out Steam Trading Cards [News - 05/15/2013 - 03:17]

I was having a conversation ...

I was having a conversation with a friend about this last week and he said just about the same thing. I already have some friends who have bought games in the past specifically for TF 2 items above anything else. This development will probably drive a few of them crazy ...

Comment In: The Contemporariness of Game Design [Blog - 05/15/2013 - 03:31]

I played the PS1 version ...

I played the PS1 version of FFT and the localization had the kind of mistakes you wouldn 't see today VS has a complex and unfriendly menu system and doesn 't ease you into the game at all. But they weren 't by any means unplayable. You just had to ...

Comment In: Identity [Blog - 05/03/2013 - 04:20]

I particularly despise how, primarily ...

I particularly despise how, primarily over the course of this console generation, gamer has had its definition narrowed, revised, and and, truthfully, fucking mutilated into a very specific and offensive marketing category. r n r nI was thinking about this yesterday, looking at the ads that would be considered common ...

Comment In: Putting the "Game" in Gameplay [Blog - 05/01/2013 - 02:32]

The mermaid boss wasn 't ...

The mermaid boss wasn 't as bad if I recall. But the first boss of the guy with the rulers, it seemed like you couldn 't get a hit in without him hitting you for several times more damage. r n r nThe part that almost broke me was the ...

Comment In: BioShock Infinite: On the Importance of the Authorial Contract [Blog - 04/30/2013 - 08:00]

I also found the ending ...

I also found the ending of Infinite lacking due to the same reasons. What 's worse for me was that I 've been watching a lot of Doctor Who that deals with time travel and has it 's own rules for how that works. And I think that the show ...

Comment In: Antagonistic Horror Design [Blog - 04/24/2013 - 02:45]

I haven 't played it ...

I haven 't played it yet, but one thing I thought was neat about ZombiU is what they did with the character system. Each time you start a new game you become one of the random survivors and when that person dies you have to become another survivor. r n ...

Comment In: BioShock Infinite's Combat Mechanics Regression [Blog - 04/15/2013 - 06:00]

Good point Christian, I felt ...

Good point Christian, I felt that The Darkness 2 was underrated in this regard. As even though the player had a variety of powers that could tear apart the enemies, you would eventually fight guys who had similar powers forcing you out of your comfort zone. r n r nSuddenly ...

[More Josh Bycer Comments]   

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