So you want to make a free to play game
The term "Shut up and take my money!" exists for a reason. Learn how to apply design decisions to your F2P game that make your players actively want to throw money at you!
Catreece MacLeod has a wide skill set ranging from 3D modeling and animation, to article and novel writing, ghostwriting, editing, management, game design, world design, character design, and many related sub-skills in relation to such. Her two greatest passions and centers of expertise are world design and game design, savoring the complex natures of both, the wide range of topics, and the act of taking things apart to understand them at a fundamental level.
She has worked as a lead writer and secondary game designer for two companies, Fractal Entertainment and Spicy Rocket Ltd., and has worked as a private contractor for many other individuals and small companies. Her current desire is to enter into a larger company so as to have a larger scope of resources to work with.
Though rarely of importance to note, Catreece is transgendered, and as such, some previous credits within her portfolio may be attributed or credited under the name Patrick McCabe instead.
The term "Shut up and take my money!" exists for a reason. Learn how to apply design decisions to your F2P game that make your players actively want to throw money at you!
Physical and cultural traits of the Ferax. This is pulled straight from my personal notes for a novel I'm writing, so some parts may be without context.
Early version of the SALIGIA game bible. Quickly expanded to absurd degrees, but this version's short enough to read.
World Design example and history of Dichoterra, focusing upon alternating and exclusive sources of energy.
World Design example and history of Nocturne, an exploration of extreme day cycles.
World Design example and history of "The World of Brightness", a parody of many RPG-sources for the game SideQuest.
This is a short essay derived from the transcripts of several classes on world design I taught, this section focusing upon culture.
This is a short essay derived from the transcripts of several classes on world design I taught, this section focusing upon evolution and natural selection.
This is a short essay derived from the transcripts of several classes on world design I taught, this section focusing upon magic and psionics as forces of nature.
What world design entails, what it does, how it helps your project, and why you want your own dedicated world designer.
This is a short essay derived from the transcripts of several classes on world design I taught, this section focusing upon planetary orbits and basic geological mechanics.
In this second installment of the series, I dissect the concept of choice in game design. How to add choices, how much is too much, and why they matter.
Within I discuss problem analysis and how it pertains to game mechanics with several in-depth examples.
A 700 page treatise on character design in MOBAs, focusing upon League of Legends.
In this article I dissect the concept of progression, and explain the player psychology behind what generates "fun", as some journalists have claimed "fun" is too ambiguous.
Chapter 1, Scene 2, "SALIGIA". Copyright owned by Spicy Rocket Ltd.