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April 20, 2018
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Josh Bycer's Member Blogs

Posted by Josh Bycer on Tue, 06 Mar 2018 10:07:00 EST in Design, Console/PC, Indie
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.


Posted by Josh Bycer on Mon, 05 Mar 2018 10:27:00 EST in Business/Marketing, Design, Production, Console/PC, Indie
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."


Posted by Josh Bycer on Thu, 01 Mar 2018 09:23:00 EST in Design, Console/PC, Indie
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.


Posted by Josh Bycer on Fri, 23 Feb 2018 12:11:00 EST in Design, Production, Console/PC, Indie, Social/Online
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.


Posted by Josh Bycer on Fri, 16 Feb 2018 10:44:00 EST in Design, Production, Indie
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 in
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.


Posted by Josh Bycer on Tue, 06 Feb 2018 10:10:00 EST in Design, Console/PC, Indie
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.


Posted by Josh Bycer on Thu, 01 Feb 2018 10:14:00 EST in Production, Console/PC, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Thu, 25 Jan 2018 09:40:00 EST in Design
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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