Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 21, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

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 Fri, 15 Mar 2019 12:30:00 EDT in Design, Console/PC, Indie
The design known as "Kaizo" has existed on the internet for years, and we're going to take a look at how modders are making some of the hardest games imaginable.


Posted by Josh Bycer on Wed, 06 Mar 2019 10:16:00 EST in Design, Console/PC, Indie
Gameplay may come in all forms and genres, but today, we're going to talk about how we can break it down into two philosophies that govern the player's experience.


Posted by Josh Bycer on Tue, 26 Feb 2019 08:15:00 EST in Design, Console/PC, Indie
2018 would have marked the 30th anniversary of the Advance Wars franchise, and the recent success of Wargroove made me nostalgic to talk about a great strategy series that you may have missed.


Posted by Josh Bycer on Thu, 21 Feb 2019 09:26:00 EST in Design, Console/PC, Indie, Social/Online
Asymmetrical game design can lead to some of the most unique experiences around, but it's also a never-ending challenge for designers to get even part of the way to being balanced.


Posted by Josh Bycer on Mon, 18 Feb 2019 02:15:00 EST in Design, Console/PC, Indie
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr.X formula to create an alpha antagonist.


Posted by Josh Bycer on Tue, 12 Feb 2019 05:34:00 EST in Design, Console/PC, Indie
Today's post looks at the design of battle royale games, and where I feel there is a critical flaw that could be fixed to improve the longevity of the gameplay.



Josh Bycer's Comments

Comment In: [Blog - 01/22/2019 - 09:47]

I have to get the ...

I have to get the draft to the publisher by March, and then at least 3-6 months from there was the turnaround for the first book.

Comment In: [Blog - 01/09/2019 - 10:03]

Sadly that 's not hyperbolic, ...

Sadly that 's not hyperbolic, I check before I started writing it, and there are literally no books in the last 30 years that are dedicated specifically to the topic I 'm writing about.

Comment In: [Blog - 12/04/2018 - 09:31]

Comparing Nioh to the other ...

Comparing Nioh to the other Souls-Likes is an interesting topic. It 's like comparing Fallout 3 and 4 to Borderlands under the design of Role Playing Shooter. Nioh is more reaction-focused and obviously faster-paced compared to the Souls games. While Souls goes for a more methodical approach and arguably is ...

Comment In: [News - 10/29/2018 - 10:11]

I 'm glad someone else ...

I 'm glad someone else mentioned Parasite Eve. I want to know who thought the PC port of Tom Clancy 's Rainbow Six would be a memorable playstation classic.

Comment In: [Blog - 10/08/2018 - 12:59]

I 've also seen developers ...

I 've also seen developers mention the risk of working on a game thinking that they 'll be the first one to make a game in this respective genre in awhile, to only find that in the span of developing the game, that other developers beat them to the punch, ...

Comment In: [Blog - 09/28/2018 - 06:02]

Good post. I think far ...

Good post. I think far too often people only see the end result of a kickstarter or released game and assume that it just came out to a success, but there 's so much that goes on behind the scenes in terms of preparation and PR. It reminds me of ...