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Blogs

Anton Temba's Blog

A veteran modder, game developer, game design consultant.
I worked for Datarealms as a content developer for Cortex Command, as well as provided countless feedback and encouragement to various indie games, in which I saw potential.

 

I have researched and developed Super Game Technology.

http://www.reactorcoregames.com/supergame.htm

Its a design technology that produces games with the best possible game design in terms of longevity, replayability, fun, consistency, persistency and as a new way of lifestyle.

They're also very profitable and respectable as a business model too.

 

In terms of overall game design, this is the best you can get.

Member Blogs

Debunking prejudices against infinite games.
Posted by Anton Temba on Tue, 30 Apr 2013 11:15:00 EDT in Design, Console/PC
Deconstructing myths and prejudices against what infinite games are and what can they ever be.
Read More... | 1 Comments

The infinite game.  Featured Blogs
Posted by Anton Temba on Wed, 17 Apr 2013 08:25:00 EDT in Design, Console/PC
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.
Read More... | 17 Comments

Games have the potential to be infinite, so why are you still working on a throwaway project?  Featured Blogs
Posted by Anton Temba on Mon, 08 Apr 2013 10:15:00 EDT in Console/PC, Design
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.
Read More... | 25 Comments

Keep your game consistent at all times.
Posted by Anton Temba on Sun, 07 Apr 2013 01:07:00 EDT in Design, Console/PC
Consistency is vital. Its extremely important. Without it, your game has a large risk of becoming a horrible mess that prompts the player to abanbon it in frustration and dissapointment.
Read More... | 0 Comments

Approachability and Usability in game design and how to get it right.
Posted by Anton Temba on Sun, 07 Apr 2013 12:48:00 EDT in Design, Console/PC
Easy to learn, hard to master. Deep, but approachable. That is the ideal goal for any game to aim for. Learn what it takes to achieve that design.
Read More... | 2 Comments

   

Anton Temba's Comments

Comment In: Video: Player-driven stories - how do we get there? [News - 05/24/2013 - 12:55]

Thats funny, the stuff he ...

Thats funny, the stuff he talks about is very close to the concept of an infinite game I 've been blogging about. If anyone needs advice on game design to create games the way they 're described in this video, contact me through www.reactorcoregames.com. r n r nI do just ...

Comment In: Why I'll Never Work on First-Person Shooters Again [Blog - 04/19/2013 - 06:56]

Just be honest. The worst ...

Just be honest. The worst thing you could do is to brush it off with an excuse, you 'll only alienate your daughter by not being real with her. r n r nAnd also be honest with yourself. Figure out why you 're enjoying shooters and embrace it. Trying to ...

Comment In: The infinite game. [Blog - 04/17/2013 - 08:25]

Ah, you 're talking about ...

Ah, you 're talking about transcendence where the dynamics of the game and behaviour become so clear, that you are capable of doing very precise predictions that make it look like you 're a superhuman to the casual player. r n r nI know this feeling, I 've played a ...

Comment In: Why Online Games Are Tanking [Blog - 04/18/2013 - 08:02]

This issue goes beyond just ...

This issue goes beyond just online games. Some people grow up in environment, learning not to trust others and assuming everyone is out to get you, thus creating all sort of twisted strategies to milk customers when it comes to business. r n r nI say this because I 've ...

Comment In: Games have the potential to be infinite, so why are you still working on a throwaway project? [Blog - 04/08/2013 - 10:15]

The point of the article ...

The point of the article was to make you aware that making a game, which you may spends years of work upon, doesn 't have to be a throwaway project that you 'll use up in a few hours. r n r nWouldn 't it be cool if your work ...

Comment In: Approachability and Usability in game design and how to get it right. [Blog - 04/07/2013 - 12:48]

Bummer, I thought that word ...

Bummer, I thought that word was suitable since the way it sounds at face value made sense in this context too. r n r nBut yeah, thanks for the feedback, Ian Hamilton. I replaced accessibility with approachability. r nHopefully now its correct.

   

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