Josh Bycer's Expert Blogs
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.
Early Access has proven to be a popular and viable option to release and develop a game by for indie developers. For today, we're going to look at what it means in the current market and the steps you need to take to have a successful early access game.
The game market continues to change and grow, and for today, I want to slow things down and talk about the three things that any developer needs to have to give their game the best chance at success.
Pain Points are often the understated killer of many games, and we're going to discuss how to spot them and some common mistakes for developers to avoid.
Game design and videogame criticism is still not as important as one would think, but today's post looks at the role of looking critically at a game and why developers should embrace it.
We're taking another look at horror design in today's post, and how the genre should be embracing roguelike design, not jumpscares, if it wants to continue to grow.
Mobile games have grown dramatically over the last decade, and with the latest success of Genshin Impact, it's time to talk about how mobile game design has change in terms of its market appeal.
Studying Game Design factually is difficult to do, but for today's piece we're going to use achievements to see if we can learn more about fan engagement and use it to accurately judge a game's quality.
Difficulty is a tough (no pun intended) topic to talk about in videogames, but for today, we're going to examine how things have changed and what consumers expect when they're playing games today.
Many people don't think about puzzle games as being difficult or hard to design, but for today's post, we're going to look at why a puzzle could be even more demanding than any soulslike or action game.