Josh Bycer's Member Blogs
Each week, Josh of Game-Wisdom examines one game for his Dissecting Design series. This week, we're talking Cuphead.
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.
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.
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.
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.
Stealth game design has evolved over the years, and in today's post, I'm examining the two broad philosophies of it.
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.
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.
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.
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.
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