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Josh Bycer's Member Blogs

Posted by Josh Bycer on Tue, 12 Aug 2014 03:32:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Social/Online
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.


Posted by Josh Bycer on Tue, 29 Jul 2014 03:32:00 EDT in Design, Console/PC, Indie, Social/Online
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.


Posted by Josh Bycer on Thu, 24 Jul 2014 04:11:00 EDT in Design, Art, Console/PC, Indie, Social/Online
Today's post examines the concept of serialized storytelling and how it's one area that video games still falter on.


Posted by Josh Bycer on Tue, 22 Jul 2014 02:41:00 EDT in Design, Console/PC, Indie, Social/Online
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.


Posted by Josh Bycer on Wed, 16 Jul 2014 03:15:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Discussions on loot design come in many forms and today's post examines the actual act: What goes in it to keep players coming back for more.


Posted by Josh Bycer on Fri, 11 Jul 2014 02:52:00 EDT in Design, Console/PC, Indie
"Losing is Fun" is a popular rallying cry when debating challenging or frustrating game design. But today's post explains that losing can be fun only under specific conditions.


Posted by Josh Bycer on Mon, 07 Jul 2014 02:40:00 EDT in Design, Console/PC, Indie, Social/Online
Padding out games is a popular strategy for trying to teach new players how to play at the expense of the experts. Today's post examines some of the ways of creating a refined experience instead of a bloated one.


The rise of the Indie market and digital distribution has been an all around boon to the Game Industry. However this has caused an issue of inflation that is looking to upset AAA development.


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