Daily Archives: March 15, 2018
Insight #6 – Behemoth Postmortem
This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]
Insight #6 – Behemoth Postmortem
This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]
End of Project
This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.
In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how […]
End of Project
This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.
In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how […]
Postmortem: Umibozu
The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]
Postmortem: Umibozu
The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]
Post #6 – Postmortem
Introduction
For about six months I have been working with Group Siren in my major, Game Design at Uppsala University, Campus Gotland. As I am writing this we have completed three projects together: a board game based inspired by the digital game “The Binding of Isaac”, a concept document for a digital game we named “Beezerker” and lastly a digital shoot ‘em up, Behemoth.
In this Postmortem I will be writing about the last project we conducted together, Behemoth.
What did we do?
In Behemoth […]
Post #6 – Postmortem
Introduction
For about six months I have been working with Group Siren in my major, Game Design at Uppsala University, Campus Gotland. As I am writing this we have completed three projects together: a board game based inspired by the digital game “The Binding of Isaac”, a concept document for a digital game we named “Beezerker” and lastly a digital shoot ‘em up, Behemoth.
In this Postmortem I will be writing about the last project we conducted together, Behemoth.
What did we do?
In Behemoth […]
Postmortem
Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]
Postmortem
Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]
Postmortem
The end result of the product is way beyond of what I initially thought it would be. I’ve studied game-related courses before on a more beginning type of level. And the products we produced there were only sometimes playable. There was no motivation, no drive to complete the games. However, here at this university, every soul I meet has a passion for creating games in their own way.
I have learnt a lot of what is needed of me as a […]
Postmortem
The end result of the product is way beyond of what I initially thought it would be. I’ve studied game-related courses before on a more beginning type of level. And the products we produced there were only sometimes playable. There was no motivation, no drive to complete the games. However, here at this university, every soul I meet has a passion for creating games in their own way.
I have learnt a lot of what is needed of me as a […]
POSTMORTEM… 5SD064 HANNA AHO LIND
YOU WON!
Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion.
I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to […]
POSTMORTEM… 5SD064 HANNA AHO LIND
YOU WON!
Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion.
I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to […]
Dev Blog #6 -Postmortem
Hello!
This was the last week of production for the shoot ’em up games, and therefore it is also my last blog post. I will write about how the game ended up and what I have learned in the process of making it.
As a reminder, team Devourer worked on the concept of Aetherial, while staying pretty close to a space shooter style game. The fact that we opted for a simple game when most other groups tried to stand out ended […]
Dev Blog #6 -Postmortem
Hello!
This was the last week of production for the shoot ’em up games, and therefore it is also my last blog post. I will write about how the game ended up and what I have learned in the process of making it.
As a reminder, team Devourer worked on the concept of Aetherial, while staying pretty close to a space shooter style game. The fact that we opted for a simple game when most other groups tried to stand out ended […]
Веремя
A foreigner who sits across from me
Can you tell me what your Time is?
How is it woven? How is it measured?
Is it in lines or is it entangled?
Those you call slaves have a different abstraction
We can not see Time but we can see the Action
You’re calling us servants?! We’re calling you mutes!
We could teach one another but we are not in cahoots
for what reason?
Веремя
A foreigner who sits across from me
Can you tell me what your Time is?
How is it woven? How is it measured?
Is it in lines or is it entangled?
Those you call slaves have a different abstraction
We can not see Time but we can see the Action
You’re calling us servants?! We’re calling you mutes!
We could teach one another but we are not in cahoots
for what reason?
See you later boaty boat~
This is the last post for our shoot ‘em up. There have been good and bad times but surely a lot has been learned.
Our group has developed doing this project and some friendships has been made. We have had a lot of challenges about what is right and wrong and who has the last word for what. But I am grateful that we manage to make this game which I am somewhat pleased with, and that we […]
See you later boaty boat~
This is the last post for our shoot ‘em up. There have been good and bad times but surely a lot has been learned.
Our group has developed doing this project and some friendships has been made. We have had a lot of challenges about what is right and wrong and who has the last word for what. But I am grateful that we manage to make this game which I am somewhat pleased with, and that we […]
Game Design 2: Blogpost #6, Postmortem
This blog post will be my postmortem for Group Sirens work on the videogame Behemoth during the Game Design 2 course in the program Game Design at Uppsala University, Campus Gotland. I am Jonathan Berggren and I was the only programmer in our group along with one project manager, two artists and previously a designer who sadly dropped out before the start of the Game Design 2 course making us one of the smaller groups for this project. Before this […]
Game Design 2: Blogpost #6, Postmortem
This blog post will be my postmortem for Group Sirens work on the videogame Behemoth during the Game Design 2 course in the program Game Design at Uppsala University, Campus Gotland. I am Jonathan Berggren and I was the only programmer in our group along with one project manager, two artists and previously a designer who sadly dropped out before the start of the Game Design 2 course making us one of the smaller groups for this project. Before this […]
Meet us in Stockholm on the 4th of April!
The Department of Game Design at Uppsala University is attending The Swedish Game Industry Career Fair, at Nalen in Stockholm. The event is free to attend, and is an excellent opportunity to meet a ton of game studios and whole lot of game educations, to see if game development might be for you.
The 4th of April is ~10 days before the national application deadline, so we highly recommend you swing past and check the options out before applying […]
Meet us in Stockholm on the 4th of April!
The Department of Game Design at Uppsala University is attending The Swedish Game Industry Career Fair, at Nalen in Stockholm. The event is free to attend, and is an excellent opportunity to meet a ton of game studios and whole lot of game educations, to see if game development might be for you.
The 4th of April is ~10 days before the national application deadline, so we highly recommend you swing past and check the options out before applying […]