Josh Bycer's Member Blogs
Today's post looks at how designing boss fights have evolved into two distinct groups: Fixed Pattern and Random Pattern Designs.
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.
For our next part on replayability in video games, it's time to talk about why multiplayer is such a requested feature among gamers.
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.
For this first of a multi part post, we're going to dig into what makes a game replayable in the eyes of the player. Biomes are an essential part of creating random or procedural content, and the first step in the process.
Super Mario Odyssey may have taken the level design of Mario in a different direction, but there was one stage that rose above the rest and is worthy of being studied more closely.
Great level design in video games is a multifaceted topic, but the basic foundation can be summed up in three important elements.
The ability to craft elaborate game spaces and grown over this past decade, and we're going to talk about how it has given way to two different schools of thought for design.
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