Daily Archives: March 8, 2018
The Benefits of Playtesting
This week, I got the opportunity to play games made by other groups, and give my own feedback on the gaming experience. My fellow classmates also got the chance of playing the video game made by my group and give their feedback as well. This was an experience known as playtesting, and in these last two months, our class have had two playtesting classes: One for the first draft of our video game (Alpha) and one for the second draft […]
The Benefits of Playtesting
This week, I got the opportunity to play games made by other groups, and give my own feedback on the gaming experience. My fellow classmates also got the chance of playing the video game made by my group and give their feedback as well. This was an experience known as playtesting, and in these last two months, our class have had two playtesting classes: One for the first draft of our video game (Alpha) and one for the second draft […]
Playtesting
Playtesting is a very important part of the development step. It makes it possible to design flexible products by using the feedback gained during the development phase, in order to meet the players’ expectations. Playtesting can provide feedback for game on multiple levels; such as the game being mechanically balanced being fun or mechanics being compatible to theme. It is also good for having an outer perspective on the assets and can point to the problems that are unnoticed by the […]
Playtesting
Playtesting is a very important part of the development step. It makes it possible to design flexible products by using the feedback gained during the development phase, in order to meet the players’ expectations. Playtesting can provide feedback for game on multiple levels; such as the game being mechanically balanced being fun or mechanics being compatible to theme. It is also good for having an outer perspective on the assets and can point to the problems that are unnoticed by the […]
How has playtesting affected the development of Umibōzu?
Playtesting is definitely one of the most important components when developing a game. Not only does playtesting provide confirmation whether or not standards or goals are being met, it also exposes the developers to different insights and perspectives that would end up unheard otherwise. In the following blog entry, I will talk about how playtesting has affected the development of our game, Umibōzu.
How did we approach the playtests?
Whenever you conduct a playtest, you have to previously think […]
How has playtesting affected the development of Umibōzu?
Playtesting is definitely one of the most important components when developing a game. Not only does playtesting provide confirmation whether or not standards or goals are being met, it also exposes the developers to different insights and perspectives that would end up unheard otherwise. In the following blog entry, I will talk about how playtesting has affected the development of our game, Umibōzu.
How did we approach the playtests?
Whenever you conduct a playtest, you have to previously think […]
Comment #2
This is Guy from team Wendigo
Your post seems to cover all the bases for implementing a health bar in a game and probably would prove useful to anyone looking to do the same thing in their own game, your use of masks was fairly creative and I liked the level of detail despite the fact that you didn’t show any code.
I feel as if I must comment on the grammar and spelling. I’d hate to come off as mean, but […]
Comment #2
This is Guy from team Wendigo
Your post seems to cover all the bases for implementing a health bar in a game and probably would prove useful to anyone looking to do the same thing in their own game, your use of masks was fairly creative and I liked the level of detail despite the fact that you didn’t show any code.
I feel as if I must comment on the grammar and spelling. I’d hate to come off as mean, but […]
Post #5 – Playtesting
What?
Since the very beginning of the ongoing course we have conducted three types of playtesting:
(a) Playtesting conducted by the members of team Siren (i.e. the developers of the game)
(b) Online playtesting (previously mentioned in this post) via this website.
(c) Course-related playtesting workshops
How?
(a) As well as (b) has been ongoing continuously, on a daily basis and communicated to the team either (a) by the team itself or (b) via e-mails/google forms.
(c) has happened on two occasions so far, on Monday (12/2-2018) which I wrote about […]
Post #5 – Playtesting
What?
Since the very beginning of the ongoing course we have conducted three types of playtesting:
(a) Playtesting conducted by the members of team Siren (i.e. the developers of the game)
(b) Online playtesting (previously mentioned in this post) via this website.
(c) Course-related playtesting workshops
How?
(a) As well as (b) has been ongoing continuously, on a daily basis and communicated to the team either (a) by the team itself or (b) via e-mails/google forms.
(c) has happened on two occasions so far, on Monday (12/2-2018) which I wrote about […]
Using data to improve Gameplay
There have been two official playtests conducted at Uppsala University Campus Gotland for this course of Game Design 2. We have used these playtesting opportunities to great effect, and the tools that have aided us most is the fundamentals that we were taught early in the course. Using the MDA we have throughout the project tried to keep our eyes focused on our Aesthetic goals. These goals define the feelings and the experiences we want the player to have while […]
Using data to improve Gameplay
There have been two official playtests conducted at Uppsala University Campus Gotland for this course of Game Design 2. We have used these playtesting opportunities to great effect, and the tools that have aided us most is the fundamentals that we were taught early in the course. Using the MDA we have throughout the project tried to keep our eyes focused on our Aesthetic goals. These goals define the feelings and the experiences we want the player to have while […]
Playtesting
During project that we’re in, we’ve had two playtesting sessions where all the teams get together and try each other’s games. We had a survey that the participants were encouraged to fill out after they tested our game. We used the same question for both occasions in hope to see what the difference would be. On top of the survey we documented reactions and in game behaviour while they were playing.
The first session was unfortunately affected by an error that […]
Playtesting
During project that we’re in, we’ve had two playtesting sessions where all the teams get together and try each other’s games. We had a survey that the participants were encouraged to fill out after they tested our game. We used the same question for both occasions in hope to see what the difference would be. On top of the survey we documented reactions and in game behaviour while they were playing.
The first session was unfortunately affected by an error that […]
Lycanthrope: Playtesting reflection
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I will discuss my view on how playtesting has affected our development and how we went through with the testing itself, also if I think the result from the playtesting was useful or not
So how does the playtesting affect our development? Well it gives us a good benchmark to test […]
Lycanthrope: Playtesting reflection
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I will discuss my view on how playtesting has affected our development and how we went through with the testing itself, also if I think the result from the playtesting was useful or not
So how does the playtesting affect our development? Well it gives us a good benchmark to test […]
Design-Build-Test-Learn
Play testing is an essential part of game design. Game design, like any other design follows a cycle of design, build, test and learn.
The never ending cycle of design
Play testing and the analysis of the observations made during it represent the last two steps in this cycle. To be able to evaluate the design decisions in the game it is important to let “outsiders” (people that are not in the development team) test the game. The reason that this is […]
Design-Build-Test-Learn
Play testing is an essential part of game design. Game design, like any other design follows a cycle of design, build, test and learn.
The never ending cycle of design
Play testing and the analysis of the observations made during it represent the last two steps in this cycle. To be able to evaluate the design decisions in the game it is important to let “outsiders” (people that are not in the development team) test the game. The reason that this is […]
Playtests & Feedback
Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]
Playtests & Feedback
Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]
Playtests & Feedback
Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]
Playtests & Feedback
Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]
The Importance of Playtesting
Hello once again!
Fredrik here and today I will talk about the importance of good playtesting. It’s something that has been said again and again but the real significance isn’t really felt until it’s tried. It’s just one of those things that you have to experience for yourself. As for our game, we have gotten a lot of very good feedback from both of the playtests that we held, some of those things that related a lot to my work were […]
The Importance of Playtesting
Hello once again!
Fredrik here and today I will talk about the importance of good playtesting. It’s something that has been said again and again but the real significance isn’t really felt until it’s tried. It’s just one of those things that you have to experience for yourself. As for our game, we have gotten a lot of very good feedback from both of the playtests that we held, some of those things that related a lot to my work were […]