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!
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.
[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 ...
[News - 08/06/2015 - 04:11]
[Blog - 05/26/2015 - 01:56]
I think the downer game ...
I think the downer game ending felt very frustrating, since you go through all the hours of effort to battle, explore and solve the crisis, then the game turns around, does trollface.jpg at you, and says lol the only winning move was not to play . r n r nThis ...
[Blog - 05/26/2015 - 02:35]
Very good interview, I really ...
Very good interview, I really like the questions and how the dude answered them. The importance of a prototype, even if mediocre, is a very important thing to be able to create and have to properly kickstart a project into motion. r n r nI also enjoy the company structure ...
[News - 03/03/2015 - 12:30]
All these cool engines, yet ...
All these cool engines, yet neither have proper tutorials on game architecture design on how to smartly structure ones game. r n r nOh well... atleast there is http://gameprogrammingpatterns.com/, althought it 'd be nice to have specific versions of that for both engines, otherwise you can freely expect people developing ...
[News - 03/02/2015 - 12:00]
Thats really nice and all, ...
Thats really nice and all, but how are they going to keep track of people who make the said successful games and know how much to charge royalties from them r n r nAnd more over, how are they feeling about people who might release their game on their website, ...