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July 19, 2018
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Josh Bycer's Member Blogs

Posted by Josh Bycer on Thu, 31 May 2018 09:08:00 EDT in Design, Console/PC, Indie
Today's post looks at how designing boss fights have evolved into two distinct groups: Fixed Pattern and Random Pattern Designs.


Posted by Josh Bycer on Mon, 21 May 2018 10:01:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Wed, 16 May 2018 10:10:00 EDT in Design, Production, Console/PC, Indie
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.


Posted by Josh Bycer on Tue, 15 May 2018 09:43:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
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.


Posted by Josh Bycer on Fri, 11 May 2018 10:12:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet
For our next part on replayability in video games, it's time to talk about why multiplayer is such a requested feature among gamers.


Posted by Josh Bycer on Thu, 10 May 2018 10:15:00 EDT in Design, Console/PC, Indie
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.


Posted by Josh Bycer on Fri, 27 Apr 2018 09:15:00 EDT in
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.


Posted by Josh Bycer on Fri, 20 Apr 2018 09:16:00 EDT in Design, Console/PC, Indie
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.


Posted by Josh Bycer on Wed, 18 Apr 2018 09:46:00 EDT in Design, Console/PC, Indie
Great level design in video games is a multifaceted topic, but the basic foundation can be summed up in three important elements.


Posted by Josh Bycer on Thu, 12 Apr 2018 09:33:00 EDT in Design, Console/PC, Indie
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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