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July 12, 2020
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Josh Bycer's Blog   Expert Blogs


For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three. 

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."


Expert Blogs

Posted by Josh Bycer on Tue, 07 Jul 2020 10:29:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
An underrated skill when it comes to working in the industry is remaining humble, and its something more people need to learn.

Posted by Josh Bycer on Tue, 30 Jun 2020 11:03:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Free to Play and mobile games make use of a lot of unfortunately shady practices to get people to pay and play, and I want to talk about some of the less overt examples in today's post.

Posted by Josh Bycer on Tue, 16 Jun 2020 10:28:00 EDT in Business/Marketing, Design, Console/PC, Indie
A new marketing tactic we're seeing from indie developers is the use of "prologue" versions of their games. For today's piece, we're going to talk about them and the benefits of creating a smaller version of your game.

Posted by Josh Bycer on Tue, 09 Jun 2020 10:51:00 EDT in
Things have been changing all around us this year, and it's been big changes for me. Today, I want to slow down and take stock about life, videogames, doing Game-Wisdom

Posted by Josh Bycer on Wed, 27 May 2020 02:49:00 EDT in Design
The Anno franchise has been known as one of the more complicated series on the PC, but for today, I want to talk about how a recent entry did things differently, and what we can learn from it.

Posted by Josh Bycer on Tue, 26 May 2020 10:17:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, VR
A follow up to my piece about the new player's experience. We're now talking indie teams, and why no matter how niche or small the genre, everyone should always be thinking about new players for their games.

Josh Bycer's Comments

Comment In: [Blog - 06/30/2020 - 11:03]

For instance, Magia Record is ...

For instance, Magia Record is having an event right now where you can buy a guaranteed SSR of your choice for a coupon in a pack which IIRC costs 650 gems. So if you go to the gem buying page, you will see you can get that many gems for ...

Comment In: [News - 06/08/2020 - 01:02]

The scary part, it still ...

The scary part, it still doesn 't come close to matching my backlog on Steam.

Comment In: [Blog - 05/26/2020 - 10:17]

The very fact that the ...

The very fact that the beginning of these games is bad is especially damning. If someone is finding issues in minute one of playing, what does that say about the rest of your game Unfortunately, with my weekly indie dev showcases, I 've been exposed to this more than anybody ...

Comment In: [Blog - 03/31/2020 - 12:21]

And of course that isn ...

And of course that isn 't a secret to anyone telling you the lie with a straight face. The negative psychological value of trash pull after trash pull is what makes the dopamine rush of the good pull even more intense. All by design. r n r nOne thing I ...

Comment In: [Blog - 03/06/2020 - 10:13]

In fact, I 'd love ...

In fact, I 'd love to see a follow-up piece that walks through this way of understanding game design with a hands-on, practical example. What 's an actual case of imagining several possible CGLs for a new game to testing and evaluating contenders, to iterating on the winning CGL to ...

Comment In: [Blog - 01/17/2020 - 12:20]

There are a lot of ...

There are a lot of issues with this article that are mischaracterizing roguelike and procedural design. r n r n And this is why I Hate Roguelikes: most of the time, it is impossible to win a roguelike, because the random elements align in one of a million different ways ...