Monthly Archives: March 2018
Postmortem
Hello Again! Today I will write about the end result of the game and a reflection on the project.
Making process
The making process of the game was a bit like a roller coaster for me as a game designer, starting with confusing instructions in the beginning of the course. The instruction for the designers that was given by our minor course, Test Driven Game Design 2, was to primarily work with user stories and make tasks out of them for each […]
Postmortem
Hello Again! Today I will write about the end result of the game and a reflection on the project.
Making process
The making process of the game was a bit like a roller coaster for me as a game designer, starting with confusing instructions in the beginning of the course. The instruction for the designers that was given by our minor course, Test Driven Game Design 2, was to primarily work with user stories and make tasks out of them for each […]
Do you want to play the game?
The game is uploaded on itch.io, and is free for everyone to play! Click on the link below and play the game! I hope you like it!
https://team-mimic.itch.io/beelonging
Do you want to play the game?
The game is uploaded on itch.io, and is free for everyone to play! Click on the link below and play the game! I hope you like it!
https://team-mimic.itch.io/beelonging
Thus, I Give Up the Spear: A Postmortem on Archon’s Aetherial
Archon’s Aetherial has been completed. It’s a strange feeling to be working on something for an extended period of time and then no longer. It’s like there’s a part of your brain that still hasn’t fully registered that fact. If I could sum up the overall experience of the development process in a word, it would be ‘disappointed.’ Disappointed at the end product, disappointed at myself, and so much more. Even so, there is a silver lining to this cloud.
What […]
Thus, I Give Up the Spear: A Postmortem on Archon’s Aetherial
Archon’s Aetherial has been completed. It’s a strange feeling to be working on something for an extended period of time and then no longer. It’s like there’s a part of your brain that still hasn’t fully registered that fact. If I could sum up the overall experience of the development process in a word, it would be ‘disappointed.’ Disappointed at the end product, disappointed at myself, and so much more. Even so, there is a silver lining to this cloud.
What […]
Moving on (Post-Mortem)
Overview
For those unfamiliar with our project, every team was required to develop a game from a concept document made by our classmates, meaning other groups. Most groups chose the same 3 concepts, which were very popular either aesthetically or gameplay-wise, with a seemingly achievable scope. Most games were very different between each other, though.
Team Siren also chose one of those 3 games, Behemoth. Because of that same reason, we knew it was important to stand out, so we changed the […]
Moving on (Post-Mortem)
Overview
For those unfamiliar with our project, every team was required to develop a game from a concept document made by our classmates, meaning other groups. Most groups chose the same 3 concepts, which were very popular either aesthetically or gameplay-wise, with a seemingly achievable scope. Most games were very different between each other, though.
Team Siren also chose one of those 3 games, Behemoth. Because of that same reason, we knew it was important to stand out, so we changed the […]
Done! Post mortem for Depth
I’ll start off by saying that even though my feelings towards the game are mixed, overall I am satisfied with it, and think it turned out well. I’m also happy with my team, we’ve had some friction, but I feel we managed to work with it, also there is a lot of talent in group Ettin, and I’m happy to have had the opportunity to work with them.
So what went right?
The final playtest gave overall positive feedback, so I’ll take […]
Done! Post mortem for Depth
I’ll start off by saying that even though my feelings towards the game are mixed, overall I am satisfied with it, and think it turned out well. I’m also happy with my team, we’ve had some friction, but I feel we managed to work with it, also there is a lot of talent in group Ettin, and I’m happy to have had the opportunity to work with them.
So what went right?
The final playtest gave overall positive feedback, so I’ll take […]
Postmortem: Umibōzu
Ten weeks of production and development have come to an end and after a few days of digesting the last workload-heavy week, it is now time to look back and reflect upon this great experience. This entry will also close out this blog series about the making off Umibōzu, a game based on a concept designed by Team Gnoll.
Umi.. what?
The spirit of the Umibōzu originates from Japanese folklore. It is said to be accompanied by strange ocean phenomenon. It has […]
Postmortem: Umibōzu
Ten weeks of production and development have come to an end and after a few days of digesting the last workload-heavy week, it is now time to look back and reflect upon this great experience. This entry will also close out this blog series about the making off Umibōzu, a game based on a concept designed by Team Gnoll.
Umi.. what?
The spirit of the Umibōzu originates from Japanese folklore. It is said to be accompanied by strange ocean phenomenon. It has […]
Postmortem
Ten weeks have passed and Beelonging is finally done. It’s surreal. Having a finished product; a product I’m genuinely proud of, is something I have difficulty grasping. I’m proud of the end result and I’m blessed that I had the chance to work with such amazing people. Everyone should undoubtedly be proud of their accomplishments. However, aside from the success of working together, there have been some bumps on the road. We didn’t encounter major issues, but there were situations […]
Postmortem
Ten weeks have passed and Beelonging is finally done. It’s surreal. Having a finished product; a product I’m genuinely proud of, is something I have difficulty grasping. I’m proud of the end result and I’m blessed that I had the chance to work with such amazing people. Everyone should undoubtedly be proud of their accomplishments. However, aside from the success of working together, there have been some bumps on the road. We didn’t encounter major issues, but there were situations […]
Keep calm and stay boaty
It has been a boaty ride. From concept design to prototyping and developing an actual game. There’s been a lot of bumps (or waves I guess) along the road (or sea I guess), but none that we weren’t able to overcome. A strong team with a common goal is unstoppable. Thanks to everyone who believed in boaty.
Making it happen
Testing session the day of the release.
Where it started
The Umibozu concept is very interesting because of its simple design and intriguing aesthetics. […]
Keep calm and stay boaty
It has been a boaty ride. From concept design to prototyping and developing an actual game. There’s been a lot of bumps (or waves I guess) along the road (or sea I guess), but none that we weren’t able to overcome. A strong team with a common goal is unstoppable. Thanks to everyone who believed in boaty.
Making it happen
Testing session the day of the release.
Where it started
The Umibozu concept is very interesting because of its simple design and intriguing aesthetics. […]
6. Feedback
To: Cai Songqiao
Your sentences had a great flow and it was easy to follow what you have done and learn throughout these weeks. I’m glad that you were happy with the end result even though you did not have enough time to implement everything.
You got everything in there that you were suppose to cover. It was interesting to hear how you solved things as a group and that you learn that being clear to each other and do things time […]
6. Feedback
To: Cai Songqiao
Your sentences had a great flow and it was easy to follow what you have done and learn throughout these weeks. I’m glad that you were happy with the end result even though you did not have enough time to implement everything.
You got everything in there that you were suppose to cover. It was interesting to hear how you solved things as a group and that you learn that being clear to each other and do things time […]
Post Mortem
After nine weeks of continuous frustration, hard work and dedication, the Aetherial video game was finally realized. It took a lot of determination from every team member, but in the end the results paid off. Our group managed to finish the development of the shoot ‘em up project in time and the upcoming gradings will show if we succeeded or not in fulfilling the requirements.
During the process of development, I managed to encounter many unexpected difficulties that could have resulted […]
Post Mortem
After nine weeks of continuous frustration, hard work and dedication, the Aetherial video game was finally realized. It took a lot of determination from every team member, but in the end the results paid off. Our group managed to finish the development of the shoot ‘em up project in time and the upcoming gradings will show if we succeeded or not in fulfilling the requirements.
During the process of development, I managed to encounter many unexpected difficulties that could have resulted […]
5. Feedback
To: Hampus Bergström
Hi Hampus!
Your post was written in a professional way and you got all the information you wanted out there i seems like. It was easy to follow the text and I got a good understanding of what happen and helped you out during both of the test.
As mentioned in the comment above I also think that writing about the alpha and beta test separately would have made it a little more clear. But it’s did not really matter […]
5. Feedback
To: Hampus Bergström
Hi Hampus!
Your post was written in a professional way and you got all the information you wanted out there i seems like. It was easy to follow the text and I got a good understanding of what happen and helped you out during both of the test.
As mentioned in the comment above I also think that writing about the alpha and beta test separately would have made it a little more clear. But it’s did not really matter […]
4. Feedback
To: Gunnlaugur Arnarson
Hi Gunnlaugur!
Even though the post looked like a wall of text in the beginning you manage to get my attention very early in you text. You started of with explaining why you needed this animation for the game then explained in detail all of you thoughts and problems you had while working with it and did it in a way that was easy to follow and understand. You then explained how you solved the mist problem with pictures […]
4. Feedback
To: Gunnlaugur Arnarson
Hi Gunnlaugur!
Even though the post looked like a wall of text in the beginning you manage to get my attention very early in you text. You started of with explaining why you needed this animation for the game then explained in detail all of you thoughts and problems you had while working with it and did it in a way that was easy to follow and understand. You then explained how you solved the mist problem with pictures […]