The place to apply is still here: Get Involved - Revolutionary Games Studio
Though you could do like a design analysis as a work sample on something posted here on the forums.
For example this recent topic brought up organelle upgrades again:
Thrives current progression system/learning curve is flawed. Heres why:
You first start the game as a simple hex of cytoplasm floating around to find compounds to replicate. this is simple and easy to understand. Once you enter the cell editor however, things begin to get much more complicated. The player is graced with the ability to add almost any part they desire. (with the obvious exclusion of organelles) This grants the player the ability to make mistakes and learn from them. it would un…
This is my comment about it:
Upgrades have been discussed a lot in the past. I have not seen a complete design yet that takes everything into account: starting from what upgrades from what, are there exclusive choices for upgrades, are there cell wide upgrades, can you put just some MP towards an upgrade to not waste MP or do you get a buff if you don’t use all your ATP?
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