Game Design Consulting
Available either as a single consultation or for several / regular follow-ups. I can help you both during the early stages where you may not even have started the development and are still finalizing your Game Design Document, and during the development.
Once all the required information in my hands, i'll start analyzing everything you provide me to give you proper feedback.
Note it's up to you to choose which parts you want me to review. It can either be the entire game design or some pieces of it. Playtesting is also a possibility if you'd like to have additional feedback on others elements of the game.
Regarding the genres of games i can review, the scope is relatively wide. There's only two main genres i can't guarantee you my expertise: Simulation and strategy games. These are the games i played the least, except maybe for the Tower Defense sub-genre quite some time ago.
Here are three reasonably important points to me, concerning what i'd like to see more in video games:
- Coherence: In the sense of what you can or can't do in a game, and how it feels. Most games are lacking coherence. Decimating hordes of demons while you can't jump a low wall, single-use keys, fragile doors you won't open without a key, a door you absolutely need to open while you could just break a window, etc. Not to say you can't have shortcuts for fun purpose, but we can do better to make it fits in the game world. I mention this topic in a french article about invisible walls in games.
- Surprise: With capacities and scope in mind, i want to see more magic in games. We need to create more memorable moments, and the unexpected is the best way to do so. One of the best examples to this day would probably be Sayonara Wild Hearts. It can take many shapes: a 2D game that suddenly has depth, switching genre for a moment (E.g.: Evoland 2), even narrative twists can be listed there.
- Ethics: We can have both respectful and profitable business models. I want to break the capitalism trend in games. It shouldn't be acceptable to have games embracing B2P (purchase to play), P2P (subscribe to play) and F2P (microtransactions) models all together for instance. I wrote an article on this subject, capitalism and business models in video games (with an emphasis put on the F2P and P2W aspects). Sorry, also in french. Another part of this point: limiting all the game aspects that could cause FOMO. Requesting players to login daily shouldn't be a thing anymore.
I'm well aware lacking a portfolio for this activity is unconventional at best. But you can trust my genuine motivation to help you make better games.