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April 25, 2018
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Josh Bycer's Blog

 

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.

 

Member Blogs

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.


Posted by Josh Bycer on Wed, 04 Apr 2018 10:23:00 EDT in Design, Console/PC, Indie
Understanding how a game can go wrong is as important as when it goes right, and for today's post, we're going to talk about some of the ways that a game's development could end up in trouble.


Posted by Josh Bycer on Thu, 22 Mar 2018 01:33:00 EDT in Design, Console/PC, Indie
The Legend of Zelda Breath of the Wild is an amazing game, but it's easy to overlook how Nintendo has designed their most mature game yet.


Posted by Josh Bycer on Wed, 14 Mar 2018 10:19:00 EDT in Business/Marketing, Design, Console/PC, Indie
Today's post is my chance to air my frustrations with modern video game journalism, and what it means for someone who actually wants to study how the industry works.



Josh Bycer's Comments

Comment In: [News - 03/09/2018 - 03:42]

I agree as well, getting ...

I agree as well, getting on Steam is more than just a store listing even with the discoverability issues. The branding Steam has become for consumers is another factor. r n r nChances are, general consumers are not going to be searching the internet to buy a game on some ...

Comment In: [News - 02/27/2018 - 12:02]

I agree. If you 're ...

I agree. If you 're lumping in microtransactions with actual DLC and new content, that 's going to confuse people. And it doesn 't solve the issue of actually educating parents and consumers as to elements like percent drop chances, and gacha rolls.

Comment In: [News - 02/20/2018 - 11:58]

I can 't agree more. ...

I can 't agree more. If the Game Industry wants to preserve its history, someone has to do it, and we can 't just assume that developers and publishers are going to be able/willing to always do it. We 've already seen this with EA in the past, and there ...

Comment In: [Blog - 02/15/2018 - 09:07]

I 'm supposed to be ...

I 'm supposed to be recovering from a cold, and not getting ready to write small essays : r n r nI have some big concerns about this piece, and how it 's ignoring some of the major points about loot box design and monetization. r n r nFirst off, ...

Comment In: [Blog - 02/08/2018 - 09:24]

What did you think of ...

What did you think of the White Phosphorus scene of Spec Ops the Line Speaking of, I thought that game did a very interesting job of letting real world thoughts and discussions, slip in to the narrative. To the point that I don 't think anyone expected what we got ...

Comment In: [Blog - 01/31/2018 - 09:09]

Darkest Dungeon is another game ...

Darkest Dungeon is another game with great use of randomness. When you take your party into a dungeon, you can get a run of savage bad luck. If things get bad, you can pull the ripcord at almost any moment, abandon your run, and save your group with a penalty ...