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August 4, 2020
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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 eight years.

His first commercial game is Cogmind, released to early access in May 2015 following years of open development and design blogging, and still being expanded to this day. Read in-depth coverage of the process at

Follow Josh on Twitter @GridSageGames.


Expert Blogs

Posted by Josh Ge on Tue, 19 May 2020 11:43:00 EDT in Design, Programming, Art, Console/PC, Serious, Indie
Describing technical and design issues associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.

Posted by Josh Ge on Fri, 27 Sep 2019 10:31:00 EDT in Design, Console/PC, Serious, Indie
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.

Posted by Josh Ge on Mon, 08 Jul 2019 10:23:00 EDT in Design, Console/PC, Serious, Indie
Exploring the hows and whys of alternate modes of play for roguelikes, taking a range of mode types from Cogmind and other games as examples.

Posted by Josh Ge on Wed, 13 Mar 2019 11:15:00 EDT in Design, Programming, Production, Art, Console/PC, Serious, Indie
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.

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.

Josh Ge's Comments

Comment In: [Blog - 05/19/2020 - 11:43]

Heh, yeah there are some ...

Heh, yeah there are some games which do this as well or perhaps it could be said instead , where pretty much the entire game is composed of multicharacter entities and you have something essentially like the growing number of retro-styled ASCII side-scrollers we 've got these days. r n ...

Comment In: [Blog - 09/27/2019 - 10:31]

Yeah even though with a ...

Yeah even though with a traditional roguelike it kinda makes sense that by default it 's going to be really hard, people really didn 't like the rawness of just making everything relative to that with such direct language. r n r nAnd the usefulness of having at least three ...

Comment In: [Blog - 07/08/2019 - 10:23]

Indeed CDDA is a good ...

Indeed CDDA is a good case study in this area, also a relatively unique one in the roguelike world since it 's been in development for such a long time as an open source project with quite a few contributors. DCSS would also qualify in that regard, although I believe ...

Comment In: [Blog - 03/13/2019 - 11:15]

It got long xD It ...

It got long xD It was originally even longer, so much so that I had to chop off the end and turn it into another pair of articles... The second is up on my blog, but will be patron-only for a while longer: r n

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 ...