Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Josh Bycer's Expert Blogs

Posted by Josh Bycer on Thu, 19 Mar 2020 10:38:00 EDT in Design, Console/PC, Indie
For this post, I share my thoughts on analyzing videogames and the key areas to look at when examining game design.


Posted by Josh Bycer on Fri, 06 Mar 2020 10:13:00 EST in Design, Console/PC, Indie
We're talking about the core gameplay loop of a title in today's post, and how it's crucial for getting someone invested in playing your game over the long term.


Posted by Josh Bycer on Fri, 28 Feb 2020 10:24:00 EST in Design, Console/PC, Indie
World of Horror may have just came onto early access, but this game is a refreshing take on horror design that more developers need to consider for their games.


Microtransactions were one of the major trends of the game industry last decade, but this strategy presents some long-term issues for the games designed around it.


While many people will talk about aesthetically pleasing games, we're going to talk about how to present your gameplay and why this matters for long term engagement.


Every videogame is someone's first, and it's important for every designer to think about their game from the new player's experience as a way of improving the playability and onboarding of their title.


Posted by Josh Bycer on Mon, 16 Dec 2019 01:50:00 EST in Design, Console/PC, Indie
Continuing my talk on playability, we're discussing the use of dynamic difficulty or player-controlled difficulty to adjust the play experience.


Posted by Josh Bycer on Mon, 09 Dec 2019 11:14:00 EST in Design, Console/PC, Indie
Customization is a powerful option to give games depth, but it requires a careful eye when it comes to balancing an ever-growing number of choices.


Posted by Josh Bycer on Thu, 05 Dec 2019 10:11:00 EST in Business/Marketing, Design, Production, Console/PC, Indie
2019 has been another banner year for amazing games being released, but it also shows how hard it is for games to stand out, and why just having a good game isn't enough anymore.


Posted by Josh Bycer on Mon, 25 Nov 2019 10:55:00 EST in Design, Console/PC, Indie, Social/Online
Today's post looks at the ever polarizing topic among roguelike fans, and how despite being used for trolling by some, does have some major design discussions around it


[Previous] | [Next]