Josh Bycer's Member Blogs
The term "floaty" has been used to define poor controls in video games and today's post examines the elements that make up great or "grounded" control schemes.
Rewarding someone through playing comes in two types: Intrinsic and Extrinsic which require unique considerations and design. Today's post examines these methods using the updates to Diablo 3 and Payday 2 as examples.
Understanding Game Design requires both an abstract and literal thought process and today's post examines these two and how you can use them when trying to create a game.
Microtransactions have become important marketing tools for both PC and mobile titles. However despite having the same purpose, there are unique considerations that must be taken into account based on the platform.
Creating a good tutorial can mean the difference of getting new fans and scaring them off. Today's post examines the difficulty of making a good tutorial and some suggestions for complex titles.
An underrated importance of video games becoming mainstream was the standardization of control design and today's post examines how this came to be with some lessons for new designers.
Creating a F2P game that doesn't rub people the wrong way can be difficult and part of that is understanding what kind of microtransaction options are available to you as a designer.
Being a Game Designer is one of the toughest parts of being in the Game Industry and part of the problem comes from our advantage of being decentralized. However, this makes it difficult to actually learn about becoming a Game Designer.
The Game Industry has grown into two unique sides of AAA development and Indie. Both produce a variety of titles but raises the long standing debate of whether games should be made for creativity or for profit.
Min/Max is a popular term for hardcore gamers and represents playing a game in the most optimal fashion. For today's post, we're going to examine this phenomenon and what it means for game designers.
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