Josh Bycer's Member Blogs
For this video, Game Design Analyst Josh Bycer looked back at Spacebase DF-9 and the lessons learned about how to handle early access development and scope.
Game Design is never an easy process and can lead to designers spending years working on a single game. For today, I want to talk about why sometimes you need to say, "enough is enough."
Environmental Storytelling is a concept that most designers know it when they see it, but for today, we're going to examine what it means for video games.
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.
Today's post looks at a common phenomenon that can rear its head after the first big success of your studio, it's the allure to go big and could lead to you burning out of game development.
Posted by
Josh Bycer
on Thu, 08 Feb 2018 09:24:00 EST
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As the medium has matured, developers have been trying to elevate storytelling in video games, but in today's post, we're going to discuss how gameplay creates a possible unavoidable conflict.
Each week, Game Design Analyst Josh Bycer takes a deep dive into a title. This week, we're focusing on Celeste and how its assist mode and level design are at odds with one another.
Dead Time may not seem that big a deal to video games, but it's a sign of poor design that every designer should take note of.
Posted by
Josh Bycer
on Mon, 29 Jan 2018 10:13:00 EST
in
Feedback Loops are an important part of progression in game design, but for today, we're going to talk about how they can be turned against the player.
Persistent systems are a popular form of progression in rogue-like and match-based games, we're going to talk about the best and worst uses of them.
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