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Josh Bycer's Member Blogs

Posted by Josh Bycer on Fri, 12 Jun 2015 03:03:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Mon, 08 Jun 2015 06:05:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Fri, 29 May 2015 03:03:00 EDT in Design, Console/PC, Smartphone/Tablet
Today's post is a look back at XCOM Enemy Unknown and why it was not only a great reboot but one of the best games from Firaxis


Posted by Josh Bycer on Tue, 26 May 2015 02:36:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
The concept of false choices is revisited in today's post, but looking at when things are too good and rendering the choice moot


Posted by Josh Bycer on Wed, 20 May 2015 02:13:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Over the years, my thoughts on sexualized character designs have changed and for today's post, I finally understood some of the gaps in my logic on the matter.


The display of violence is a tricky subject in the video game industry and today's post looks at how various degrees of violent acts are represented and either accepted or criticized.


Posted by Josh Bycer on Tue, 05 May 2015 01:22:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Today's post is an important one for students and even people starting out designing games as we talk about the concept of creating a foundation for your game and then expanding that out to create an experience.


The recent Steam Workshop change has spurred a huge debate among modders and content creators and today's post examines why the idea is sound, but the implementation is lacking.


Mortal Kombat X's recent release has been marked with great reviews and debates over the monetization scheme. Today's post looks at what's wrong here and looking at another example of when DLC monetization is handled correctly .


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