Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases






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


 

Josh Bycer's Member Blogs

Posted by Josh Bycer on Tue, 03 Oct 2017 09:34:00 EDT in Design, Console/PC, Indie
Each week, Josh of Game-Wisdom examines one game for his Dissecting Design series. This week, we're talking Cuphead.


Posted by Josh Bycer on Thu, 28 Sep 2017 09:24:00 EDT in Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet
Gacha design has become a popular option for mobile and free to play games, and we're going to take a look at how it's as addicting as it is controversial.


Posted by Josh Bycer on Tue, 26 Sep 2017 09:04:00 EDT in Design
For this week's video game analysis, Josh Bycer of Game-Wisdom looked at how Pacman Championship Edition managed to elevate one of the most recognizable game designs.


Posted by Josh Bycer on Fri, 22 Sep 2017 12:08:00 EDT in Design, Console/PC, Indie
A Fail State in a video game is something that no one wants to experience, but it still requires an eye towards balance to keep people invested in your game.


Posted by Josh Bycer on Tue, 19 Sep 2017 09:43:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Josh Bycer of Game-Wisdom takes a look into the Idle/Clicker Genre to explain how these games manage to hook people despite having little gameplay.


Posted by Josh Bycer on Fri, 15 Sep 2017 09:29:00 EDT in Design, Console/PC, Indie
Stealth game design has evolved over the years, and in today's post, I'm examining the two broad philosophies of it.


Posted by Josh Bycer on Thu, 07 Sep 2017 09:25:00 EDT in Design
The recent debate over Cuphead's tutorial and demo out of Gamescom frames a special video going off my thoughts and a lesson on how to build tutorials.


Posted by Josh Bycer on Wed, 06 Sep 2017 10:06:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
The recent announcement of We Happy Few's change in scope has left fans puzzled, and gives us another discussion regarding the perception of AAA design.


Posted by Josh Bycer on Tue, 05 Sep 2017 09:11:00 EDT in
In his weekly "Dissecting Design" series, Josh Bycer took a look at the edutainment hit Zoombinis, and how it not only taught kids puzzle solving, but also effective design for game developers.


Posted by Josh Bycer on Thu, 31 Aug 2017 11:08:00 EDT in Business/Marketing, Design, Console/PC, Indie
Today's post looks at the three ways that the "Games as a Service" model adds value to games, and what it means from a development and pricing standpoint.


[Previous] | [Next]