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January 20, 2019
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Josh Bycer's Member Blogs

Posted by Josh Bycer on Wed, 07 Nov 2018 11:29:00 EST in Business/Marketing, Design, Production, Console/PC, Indie, Social/Online
Worldbuilding may not sound that important to videogames, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.


Posted by Josh Bycer on Tue, 30 Oct 2018 10:15:00 EDT in Design, Console/PC, Indie, VR
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.


Posted by Josh Bycer on Fri, 26 Oct 2018 10:21:00 EDT in Design, Production, Console/PC
Many games sadly slip under the cracks despite good reviews, and in honor of Halloween, I wanted to pay homage to one of the best licensed games that most of you never played.


Posted by Josh Bycer on Thu, 18 Oct 2018 12:17:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.


Posted by Josh Bycer on Thu, 11 Oct 2018 10:36:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Today's post looks at how personalization has become a major option in video games and the importance of letting the player be creative.


Posted by Josh Bycer on Thu, 04 Oct 2018 09:56:00 EDT in Design, Console/PC, Indie, VR
Today's post looks at the evolution of stealth gameplay into three different philosophies of game design


Posted by Josh Bycer on Fri, 28 Sep 2018 10:04:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
In light of Devil May Cry 5's microtransaction announcement, I discussed my thoughts on games that allow you to pay to skip content, and why that backfires for most consumers.


With more concerns regarding regulating loot boxes, today's post takes a look at the appeal, design, and debate of this polarizing microtransaction.


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.


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