Daily Archives: February 9, 2018

Aetherial: The Killing Machine

Let’s dive right in.
My first idea was to make a clear distinction between the player avatar and the enemies, I’m thinking Machine vs Nature. I want the player to feel like they’re in the wrong, like they’re destroying something beautiful. Hundreds of flying whales cannon balled from the sky, because of you. Why are you killing them? Maybe you’re sent out by a multinational corporation to harvest their precious Aether souls, or maybe you’re an overconfident rouge hunter with a […]

/ Comments Off on Aetherial: The Killing Machine
Program: Graphics

Aetherial: The Killing Machine

Let’s dive right in.
My first idea was to make a clear distinction between the player avatar and the enemies, I’m thinking Machine vs Nature. I want the player to feel like they’re in the wrong, like they’re destroying something beautiful. Hundreds of flying whales cannon balled from the sky, because of you. Why are you killing them? Maybe you’re sent out by a multinational corporation to harvest their precious Aether souls, or maybe you’re an overconfident rouge hunter with a […]

/ Comments Off on Aetherial: The Killing Machine
Program: Graphics

Surviral – Global Game Jam 2018

You can find the game here. The theme of GGJ2018 was “Transmission”. We chose to represent transmission through a virus transmitting itself from one cell to the other.

/ Comments Off on Surviral – Global Game Jam 2018
Program: Programming

Surviral – Global Game Jam 2018

You can find the game here. The theme of GGJ2018 was “Transmission”. We chose to represent transmission through a virus transmitting itself from one cell to the other.

/ Comments Off on Surviral – Global Game Jam 2018
Program: Programming

Note about concept document


As soon as development team is requested to choose the concept document for their first video game, but which is not their own concept, it raises disputable questions about level of acceptance and obedience to the concept. What does the concept document require for developers and artists? How much does the concept limit creativity? How to apply MDA framework to the concept document? Why to follow the concept document? In brief, the concept document is an […]

/ Comments Off on Note about concept document

Note about concept document


As soon as development team is requested to choose the concept document for their first video game, but which is not their own concept, it raises disputable questions about level of acceptance and obedience to the concept. What does the concept document require for developers and artists? How much does the concept limit creativity? How to apply MDA framework to the concept document? Why to follow the concept document? In brief, the concept document is an […]

/ Comments Off on Note about concept document

Ithaqua group blogg

In our group we are working on a game called Aetherial. This game is basically moby dick in the sky with floating/flying enemies. You play as a ship that has to travel from the beginning to the end through a side scrolling environment that doesn’t stop until you get to the boss. I am managing an interesting group of people, who compared to some other groups actually works together very well. To start this blogg off i would like to […]

/ Comments Off on Ithaqua group blogg

Ithaqua group blogg

In our group we are working on a game called Aetherial. This game is basically moby dick in the sky with floating/flying enemies. You play as a ship that has to travel from the beginning to the end through a side scrolling environment that doesn’t stop until you get to the boss. I am managing an interesting group of people, who compared to some other groups actually works together very well. To start this blogg off i would like to […]

/ Comments Off on Ithaqua group blogg

Organizing Stand-Up Meetings

I have chosen to write about what is most likely my most significant task, properly structuring and planning our meetings. While I am not entirely sure that I have managed to properly structure each meeting, the Sprint Planning ones in particular, I am very satisfied with how I have now scheduled the meetings.
To give some very clear, concise context: The group should have a stand-up meeting within the same timeslot every day of the sprint, face-to-face. This was some headache […]

/ Comments Off on Organizing Stand-Up Meetings

Organizing Stand-Up Meetings

I have chosen to write about what is most likely my most significant task, properly structuring and planning our meetings. While I am not entirely sure that I have managed to properly structure each meeting, the Sprint Planning ones in particular, I am very satisfied with how I have now scheduled the meetings.
To give some very clear, concise context: The group should have a stand-up meeting within the same timeslot every day of the sprint, face-to-face. This was some headache […]

/ Comments Off on Organizing Stand-Up Meetings

My First 3 Years of Game Design

Documenting what I did while at Uppsala University Campus Gotland while Studying Game Design & Programming.

My First Game Jam: Postmord – October 2017
Before we started Unity in the Winter quarter we had the chance to attend a Game Jam organized by the school faculty called “My First Jam” where we all had 8 hours to create a game within Game Maker 2.0 with the theme “You Had One Job”. I banded together with some of the other students to create […]

/ Comments Off on My First 3 Years of Game Design
Program: Programming

My First 3 Years of Game Design

Documenting what I did while at Uppsala University Campus Gotland while Studying Game Design & Programming.

My First Game Jam: Postmord – October 2017
Before we started Unity in the Winter quarter we had the chance to attend a Game Jam organized by the school faculty called “My First Jam” where we all had 8 hours to create a game within Game Maker 2.0 with the theme “You Had One Job”. I banded together with some of the other students to create […]

/ Comments Off on My First 3 Years of Game Design
Program: Programming

Enemies lurking in the mist


In game design, the enemies that you create might in some cases be more important than the player character. Right now me and a team of five other people are developing a game based on a game concept someone else created. The game is called Umibozu, and you play as a curious fisherman trying to find the mystical creature called Umibozu. Lost in a dense fog you have to avoid obstacles, pick up energy crates to […]

/ Comments Off on Enemies lurking in the mist
Program: Graphics

Enemies lurking in the mist


In game design, the enemies that you create might in some cases be more important than the player character. Right now me and a team of five other people are developing a game based on a game concept someone else created. The game is called Umibozu, and you play as a curious fisherman trying to find the mystical creature called Umibozu. Lost in a dense fog you have to avoid obstacles, pick up energy crates to […]

/ Comments Off on Enemies lurking in the mist
Program: Graphics

Cursor design

This, and the upcoming posts, will concern parts of the process of making a shoot ‘em up game together with the other members of group Mimic.
In our game Beelonging the player takes on the role of a bee that’s part of a swarm. The controllable bee is located in front of the others and its movement is executed by using the mouse. The bee follows wherever the pointer is located. Initially we did not have an indication of where the […]

/ Comments Off on Cursor design
Program: Game Design

Cursor design

This, and the upcoming posts, will concern parts of the process of making a shoot ‘em up game together with the other members of group Mimic.
In our game Beelonging the player takes on the role of a bee that’s part of a swarm. The controllable bee is located in front of the others and its movement is executed by using the mouse. The bee follows wherever the pointer is located. Initially we did not have an indication of where the […]

/ Comments Off on Cursor design
Program: Game Design

Power-up mechanic

Our group chose the concept for the game ”Behemoth” there you play as the biggest and most powerful ship in existence. You need to escape and with your fire power and stature to blow a path through the forces that are doing everything to not let you get away.
The concept document did not have any power-ups so we needed to figure out a power-up that would be logical to the Behemoth and make the player to feel even more powerful […]

/ Comments Off on Power-up mechanic
Program: Game Design

Power-up mechanic

Our group chose the concept for the game ”Behemoth” there you play as the biggest and most powerful ship in existence. You need to escape and with your fire power and stature to blow a path through the forces that are doing everything to not let you get away.
The concept document did not have any power-ups so we needed to figure out a power-up that would be logical to the Behemoth and make the player to feel even more powerful […]

/ Comments Off on Power-up mechanic
Program: Game Design

1. Power Up the week!

What?
This week i worked much with the art for the Power Up’s for our game. In particular two different kinds of flashlights, a battery and fireflies.
The dual flashlight are suppose to give the character a wider range in the game and the search light a longer range on the flashlight the she uses to kill the enemies with while the battery simply is there to give more power the the flashlights. The fireflies will simply follow the character and […]

/ Comments Off on 1. Power Up the week!
Program: Graphics

1. Power Up the week!

What?
This week i worked much with the art for the Power Up’s for our game. In particular two different kinds of flashlights, a battery and fireflies.
The dual flashlight are suppose to give the character a wider range in the game and the search light a longer range on the flashlight the she uses to kill the enemies with while the battery simply is there to give more power the the flashlights. The fireflies will simply follow the character and […]

/ Comments Off on 1. Power Up the week!
Program: Graphics