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August 15, 2018
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Josh Bycer's Member Blogs

Today's post looks at the phenomenon dubbed the "War of Warcraft Effect," and the warning that comes with trying to chase after another game's design.


Posted by Josh Bycer on Sun, 15 Jul 2018 01:20:00 EDT in
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.


Posted by Josh Bycer on Thu, 05 Jul 2018 10:50:00 EDT in Design, Production, Console/PC, Indie
Games that are already meant to be replayed can have trouble when it comes to adding new content, but today's post looks at how the rogue-like and strategy genre have found a way around it with Supplemental Content.


Posted by Josh Bycer on Fri, 29 Jun 2018 10:40:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Today's post returns to the concept of grinding in video games, and how it is often used to pad out a game and can hurt it in the long run.


Posted by Josh Bycer on Wed, 20 Jun 2018 09:49:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.


Battle Royale and Fortnite has taken over multiplayer and streaming, but does this genre have the legs to be the next big Esport?


Posted by Josh Bycer on Thu, 31 May 2018 09:08:00 EDT in Design, Console/PC, Indie
Today's post looks at how designing boss fights have evolved into two distinct groups: Fixed Pattern and Random Pattern Designs.


Posted by Josh Bycer on Mon, 21 May 2018 10:01:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.


Posted by Josh Bycer on Wed, 16 May 2018 10:10:00 EDT in Design, Production, Console/PC, Indie
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.


Posted by Josh Bycer on Tue, 15 May 2018 09:43:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.


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