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Josh Ge's Blog   Expert Blogs

 

Josh Ge has been designing and creating games for over a decade, and working on them full time for the past five years.

His first commercial game is Cogmind, released to early access in May 2015 following years of open development and design blogging. Read in-depth coverage of the process at gridsagegames.com/blog/.

Follow Josh on Twitter @GridSageGames.

 

Expert Blogs

Posted by Josh Ge on Mon, 29 Oct 2018 10:35:00 EDT in Design, Programming, Production, Art, Serious, Indie
A comprehensive primer on how to get started with roguelike development, guidance and tips in 5,500 words and 84 images. (A text version of the opening talk at Roguelike Celebration 2018.)


Posted by Josh Ge on Tue, 03 Jul 2018 10:43:00 EDT in Design, Programming, Production, Art, Serious, Indie
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.


Posted by Josh Ge on Mon, 02 Apr 2018 09:47:00 EDT in Design, Programming, Production, Art, Serious, Indie
Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.


Posted by Josh Ge on Mon, 05 Feb 2018 10:39:00 EST in Business/Marketing, Serious, Indie
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.


Posted by Josh Ge on Tue, 28 Nov 2017 09:58:00 EST in Business/Marketing, Console/PC, Serious, Indie
A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.


Posted by Josh Ge on Tue, 20 Jun 2017 10:15:00 EDT in Business/Marketing, Production, Serious, Indie
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.



Josh Ge's Comments

Comment In: [Blog - 10/29/2018 - 10:35]

Thanks Eric, we 've already ...

Thanks Eric, we 've already had a bunch of people start or pick up older projects after this talk, so mission accomplished :D r n r nIt 's such a fun genre, but more importantly for developers including especially hobbyists , the community is so great that it 's really ...

Comment In: [Blog - 07/03/2018 - 10:43]

Heh, yeah that 's understandable, ...

Heh, yeah that 's understandable, it sure is long xD. Just wanted to make sure I covered pretty much everything, and wrote it as a reference for myself as much as it is for others. I 'll be coming back to it as well when I need to do achievements ...

Comment In: [Blog - 05/04/2018 - 04:03]

Another great data-filled article, and ...

Another great data-filled article, and so soon : r n r nMy ratio came out to 39x, so at the low end, it would seem. Some relevant factors worth pointing out there, which may be relevant to other games as well: r n r n Mine 's still in EA, ...

Comment In: [Blog - 05/02/2018 - 05:52]

This is an excellent article ...

This is an excellent article with a lot of useful information, thanks for sharing and well done on both the writing and the game :D

Comment In: [Blog - 04/25/2018 - 03:55]

Ooh 50,000 wishlists suggested by ...

Ooh 50,000 wishlists suggested by Valve, that 's interesting to know r n r nAs another data point, my own Early Access launch last October converted about 48 of wishlists to sales in the first week, and those sales made up slightly over half of all sales that week. Not ...

Comment In: [Blog - 04/02/2018 - 09:47]

Thanks, was happy to finally ...

Thanks, was happy to finally have a chance to do a side project after years of focusing purely on my main work And it felt like a lost opportunity to share design details if I didn 't document the whole thing afterward :D I don 't get to do this ...