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September 20, 2018
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Josh Bycer's Blog

 

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.

 

Member Blogs

Posted by Josh Bycer on Thu, 06 Sep 2018 09:21:00 EDT in Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet
Today's post looks at how one of the biggest strengths of Free to Play design can come back to hurt the game when it comes to retaining players over the long term.


Posted by Josh Bycer on Thu, 30 Aug 2018 10:39:00 EDT in Design, Console/PC, Indie, VR
Puzzle design has evolved over the years, and we're going to talk about the evolution into iterative solutions, and the basic foundation of designing interesting (and fair) puzzles.


Posted by Josh Bycer on Mon, 13 Aug 2018 11:54:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.


Understanding the difference between an engaging and an addictive experience is becoming important given the recent discussions over video game addiction, but in this piece, Josh Bycer will elaborate on when a game goes too far.


Posted by Josh Bycer on Wed, 01 Aug 2018 09:35:00 EDT in Business/Marketing, Console/PC, Indie
The state of game development has shifted this decade towards post release content, but what does that mean for a game whose reviews are no longer relevant?


Posted by Josh Bycer on Wed, 01 Aug 2018 10:36:00 EDT in Design, Art, Console/PC, Indie
Reposted from Game-Wisdom, this is a written interview I did with Game Designer Michael Hicks on puzzle design and the challenges of tying it to a serious topic.



Josh Bycer's Comments

Comment In: [Blog - 09/06/2018 - 09:21]

I 've been playing MSF ...

I 've been playing MSF as well and even though I 'm not a big F2P spender, you 're right in terms of no real incentive to spend money. Either the item in question can be farmed, or the cost is too much in terms of what value I would ...

Comment In: [Blog - 08/27/2018 - 03:10]

I like that last bonus ...

I like that last bonus tip. I remember reaching out to a developer while my YouTube channel was still below 1K subs, and the person said something along the lines of I don 't think you 're big enough for your review to matter, but I 'll give you the ...

Comment In: [Blog - 08/24/2018 - 10:30]

Great post and a lot ...

Great post and a lot of your topics I 've talked about over on Game-Wisdom and my vlog series. The topics on art and polish are definitely must reads for anyone interested in going into development.

Comment In: [News - 08/21/2018 - 05:03]

They should also have valid ...

They should also have valid links and a way to check them out in the email. I keep saying this, but in every email I send to a developer, I have my twitter handle, game-wisdom site, and youtube channel right there for them to click on. r n r nI ...

Comment In: [News - 07/06/2018 - 09:41]

This was a crappy situation ...

This was a crappy situation all around. She didn 't deserve to be fired, but she was 100 in the wrong on how she acted on all accounts. One of my main goals with Game-Wisdom and the work that I do is to try and bridge the communication gap between ...

Comment In: [Blog - 06/29/2018 - 10:40]

I think one of the ...

I think one of the problems with talking about the concept of grind, as discussed in the comments above, is the fact that everyone has a different threshold and opinion on when a game becomes a grind to play. r n r nGrinding and the progression curve go hand-in-hand together. ...