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Josh Bycer's Expert Blogs

Posted by Josh Bycer on Fri, 20 Aug 2021 10:25:00 EDT in Design, Production, Console/PC, Indie, VR
Accessibility is a popular topic among developers and game dev discussions, but today's post talks about the design trap of only thinking about accessibility and not UI/UX, and ending up with a game all the worse for it.


Posted by Josh Bycer on Tue, 10 Aug 2021 07:39:00 EDT in Design, Console/PC, Indie, Social/Online
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out of a game if they feel stuck.


Posted by Josh Bycer on Fri, 30 Jul 2021 09:20:00 EDT in Business/Marketing, Production, Console/PC
In 2020, you might have missed a little news about the end of the entire Game Boy and DS line from Nintendo, and for today's post, I want to talk about why this is a bigger deal than most people realized, and a blow to handheld games and preservation.


Posted by Josh Bycer on Wed, 21 Jul 2021 11:10:00 EDT in Design, Console/PC, Indie
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.


Posted by Josh Bycer on Mon, 19 Jul 2021 11:02:00 EDT in Design, Console/PC, Indie
The Dark Souls series has become popular for many reasons, but for today's post, I want to talk about how its use of boss designs has redefined the enemy, and how developers are playing catch up today with it.


Posted by Josh Bycer on Wed, 07 Jul 2021 10:45:00 EDT in Design, Console/PC, Indie
A subgenre of strategy games, optimization/logistics games have attracted fans to a different kind of gameplay and thinking that I wanted to talk about today.


Posted by Josh Bycer on Thu, 01 Jul 2021 10:19:00 EDT in Design, Console/PC, Indie
Horror is one of the trickiest genres to design a game around and the pacing of a game is often the hardest part. For this post, I want to talk about how most horror games tend to run out of steam before the end, and where things can be improved.


Posted by Josh Bycer on Fri, 18 Jun 2021 10:18:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Marketing is an increasingly important part of game development, and your store page is crucial for getting new people interested in your game. For this post, I'm breaking down the areas you need to focus on when building an attractive store page.


Posted by Josh Bycer on Wed, 09 Jun 2021 10:14:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
Today's post is a wake-up call for the industry when it comes to understanding the basic rules and structure of game design, and what can happen if you choose to ignore the "science" of the "art and science of games".


Posted by Josh Bycer on Thu, 03 Jun 2021 12:11:00 EDT in Design, Console/PC, Indie
I recently went through the entirety of Doom Eternal and I wanted to share my thoughts on specifically how the two DLCS offer two sides of the same experience.


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