From C‑Grade Student to Game Creator: The Coreline Origin

Coreline exists because one student didn’t fit the system—and decided to build a better one.

Einar J. Smedås describes himself as a typical C‑grade student: not weak, but practical. He learned when concepts became tangible, when he could act, observe, and adjust. Traditional lectures—listen, repeat, quote—left him cold. But when a professor used a game to teach logistics during his master’s, something clicked. If a game could make complex systems understandable, why wasn’t this the default?

That question became Coreline.

Instead of starting with theory, Einar started with variables. He reduced logistics and supply chain down to five essential elements and built the game mechanics from there. The result is a learning tool that feels like play: fast, tactile, and focused on turnover. In Coreline, there is no answer key handed to you up front. You discover the “correct” move through action, risk, and consequence—just like in real business.

The vision is bigger than one title. Coreline is designed as a series: multiple physical, topic‑specific educational games developed with professors, then printed and shipped to institutions. The goal is to cover more areas of academic curriculum and business topics, making practical understanding accessible to more students.

For Einar, this is personal. Coreline is the embodiment of a belief: that school teaches you to listen and repeat, but games like Coreline teach you to make decisions and live with the results. It’s the system he wished he had as a C‑grade student—and now it’s the system he’s putting in front of the next generation.