Josh Bycer's Member Blogs
This post is a response to the post about F2P Game design and whether or not its evil. I'm taking a look at both sides of this discussion and while it's not evil, there are some troubling elements.
Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design.
Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title.
The recent news about Tale of Tales, frames a post about art vs. products when it comes to video games, and may be a hard lesson for some to hear.
A recent debate that keeps popping up is how historical accuracy should fit into a game's design and narrative. For today's post, I'm going to share my thoughts on the matter and why I feel the entertainment of the product should come first.
Meta Game mechanics can do a lot to elevate a game's design, but there are common traps that designers have to avoid in order for this to work.
In honor of the Shenmue 3 kickstarter, I've dug up this piece from 2012 where I talked about my love of the series and what it did to win me over.
Understanding how a game works is different based on whether the title is about action or abstracted game design. Today's post looks at the two and the inherent difficulties of teaching someone how your game works.
Meta game design is the act of connecting multiple game systems together to elevate the experience and when it works, it can be amazing. But today's post looks at the right and wrong ways of its implementation.
2D and 3D camera systems have their own unique advantages and disadvantages and today's post looks a bit closer at them and what types of games work best with them.
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