I'm a young game designer from Finland. Also known as Reactorcore on the internet.
I recently opened a free game design consulting service, where you may discuss anything game design related with me, Reactorcore, an experienced modder a walking games industry encyclopedia and indie developer.
This service is completely free and is open to any and all game developers and any other folks interested about game design in general.
I can offer a young perspective that you may not have thought of, provide guidance on how to build infinite games and how to make use of a new business model, which is vastly better than F2P to make your games both profitable as a business and uncompromising fun in gameplay design.
Visit www.reactorcoregames.com for more information.
Find out about the most influential tool a game designer wields: The Power of Encouragement.
Detailed explanation of what it is, how to use it, as well as a look the at potential risks and opportunities involved with using this power.
Digging into the core of whats up with the infamous impostor syndrome, so you know the real reasons behind it, allowing you to understand how to get over it.
Need a young perspective on game design? Not sure how to go about certain design decisions? Send me a question and I might be able to help you out.
Deconstructing myths and prejudices against what infinite games are and what can they ever be.
Find out how to control the longevity of your project and how to create the ultimate, infinite game.
Be warned, this is a massive guide.
As a game developer, your project can have the potential to have infinite longevity, offer a much richer experience of gameplay and not leave you in a state of emptiness after you finish that usual linear scripted game that you used up fast anyway.
[News - 11/20/2014 - 05:15]
Braben does have a point, ...
Braben does have a point, offline would indeed feel empty, even if the players were replaced with AI controlled NPCs. The core design of the game is strongly rooted in the player-player interactions to make it interesting, as well as pretty visuals, but beyond that theres not much else to ...
[Blog - 11/14/2014 - 01:59]
I think the design of ...
I think the design of having a game about hoarding permanent long-term owned stuff vs a world reset is like trying to fit a square peg in a round hole. Its a huge dick move too. r n r nYou make players collect and build their stuff like a tower ...
[Blog - 11/05/2014 - 02:08]
This is really useful, thank ...
This is really useful, thank you r n r nCould be worth sending this tutorial to the unity learn team so they can spread this knowledge on their blog too for other developers. In return, they could reference your website or something.
[Blog - 10/31/2014 - 01:40]
We don 't want to ...
We don 't want to put ads in our games. We don 't want to have broken versions of our games that require various in-game purchases to fix. We just want to make an awesome game, and we want our players to buy that game from us at a fair ...
[News - 10/22/2014 - 12:49]
So, the guy who was ...
So, the guy who was the head of the worst company ever award winner is now hired to run Unity Technologies r n r nAnd he 's a businessman a person that is trained to focus on making money , not developer or designer r n r nAnd the internet ...
[Blog - 10/17/2014 - 12:17]
I would argue that the ...
I would argue that the most important thing in game design is purpose. r n r nSimply put: When you know what you want, you 'll know how to find out how to build it. r nWhen purpose is the focus, your designer mind will automatically aim itself in finding ...