Josh Bycer's Member Blogs
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Many games sadly slip under the cracks despite good reviews, and in honor of Halloween, I wanted to pay homage to one of the best licensed games that most of you never played.
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Today's post looks at how personalization has become a major option in video games and the importance of letting the player be creative.
Today's post looks at the evolution of stealth gameplay into three different philosophies of game design
In light of Devil May Cry 5's microtransaction announcement, I discussed my thoughts on games that allow you to pay to skip content, and why that backfires for most consumers.
With more concerns regarding regulating loot boxes, today's post takes a look at the appeal, design, and debate of this polarizing microtransaction.
Today's post looks at how one of the biggest strengths of Free to Play design can come back to hurt the game when it comes to retaining players over the long term.
Puzzle design has evolved over the years, and we're going to talk about the evolution into iterative solutions, and the basic foundation of designing interesting (and fair) puzzles.
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
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