I'm a game developer from Finland that currently specializes in game design and pixel art. I go by the name Reactorcore on the internet. I've been in the game industry for over ten years and as a gamer twice as long.
I believe games can be something more than just throwaway toys, which is what has led me on the path on researching what I call a Boundless Game, a type of a design structure that challenge all known game design traditions to allow for the creation of games that can be played literally infinitely, where one can have an experience of Super Metroid-like exploration, action, discovery and fun, but isn't limited by a scripted narrative or a linear structure, which would make such a game finite otherwise.
If you're a game developer, check out my Pixel Art Sprite packages designed for game development:
There is a free starter pack with over 230 objects ready for use!
I will never play another competitive multiplayer game and I will never develop a game that would include it.
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.
[Blog - 09/28/2016 - 09:55]
I like that this article ...
I like that this article exists. I want this information to be more mainstream. r n r nThe last part about appreciation may be difficult to do if it has been mixed up with praise or rewards in the past, destroying the beauty by making it all seem as manipulation. ...
[News - 09/21/2016 - 05:29]
As advice, this is worthless ...
As advice, this is worthless information. All it does is encourage derivate copy-paste design without any real reason than for its own sake. r n r nBesides that, this type of scripted game design is not going to make the player any more smarter than they are. All they 're ...
[News - 08/12/2016 - 09:42]
THQ 's name derives from ...
THQ 's name derives from Toy Head-Quarters during the time when the company was a toy manufacturer in the early 1990s. r n r nSeems like people give no care how nonsensical their names become when they simply adopt random acronyms, solely because of a brand value they hold. All ...
[Blog - 08/10/2016 - 02:09]
I think the biggest point ...
I think the biggest point of confusion is the lack of mention or inclusion of an overarching goal. I haven 't played the game yet, but I consistently see a lack of mention of WHY do I fight, mine, trade and explore. r n r nWhat is the driving force ...
[Blog - 09/17/2015 - 02:04]
If either of you guys ...
If either of you guys are not sure how to improve the terrible-at-text-communication, I recommended looking into Nonviolent Communication. r n r nYou may also find surprising information that reveals whats behind the real driving force of the hook you mention.
[Blog - 08/18/2015 - 01:13]
I disagree with this blog ...
I disagree with this blog and find the following statement dangerously generalizing: r n r n Games have objectives that have tangible rewards story progression, beautiful art, nice cutscenes. r n r nTo say that is to limit yourself into a corner of what a game is defined as. Very ...