Monthly Archives: March 2018

Critique 1: Alexander Sinn

https://shirovfx.wordpress.com/2018/02/08/water/
 
Your article is well constructed and most importantly: concise. Easy to read, grammatically correct and allows the reader to get a clear understanding of what went through your mind when deciding upon how you want the game to actually look at his final state.
Nevertheless it would have been interesting to get at the beginning a quick explanation on what Omibozu actually is and why the folklore around it makes sense towards your design choice.
Also an image of your […]

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Program: Graphics

Critique 1: Alexander Sinn

https://shirovfx.wordpress.com/2018/02/08/water/
 
Your article is well constructed and most importantly: concise. Easy to read, grammatically correct and allows the reader to get a clear understanding of what went through your mind when deciding upon how you want the game to actually look at his final state.
Nevertheless it would have been interesting to get at the beginning a quick explanation on what Omibozu actually is and why the folklore around it makes sense towards your design choice.
Also an image of your […]

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Program: Graphics

Blog Post #5 – Playtesting

Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]

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Program: Graphics

Blog Post #5 – Playtesting

Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]

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Program: Graphics

5. Playtesting’s effect on game development

Hello there once again, my name is Carl and in this weeks blog post, I will be talking about the effect playtesting has had on my groups development of the game ”Depth”.
A simple description of playtesting is that it is a session where you, as a developer, present your game to a small ”audience” that is going to try out your game, and then after they have played your game, they will proceed to give you feedback. It can be […]

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Program: Game Design

5. Playtesting’s effect on game development

Hello there once again, my name is Carl and in this weeks blog post, I will be talking about the effect playtesting has had on my groups development of the game ”Depth”.
A simple description of playtesting is that it is a session where you, as a developer, present your game to a small ”audience” that is going to try out your game, and then after they have played your game, they will proceed to give you feedback. It can be […]

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Program: Game Design

The Boaty way of playtesting

As an artist it is very important to make players read the visuals meaning and how they make the player feel. It is very essential to get feedback from testers on the response the game gives to the player.
By using survey and talking to the testers there was given a lot of great feedback. Orally gives more in depth of what the testers actually mean, if they for example do not have the feeling the game has a mysterious […]

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Program: Graphics

The Boaty way of playtesting

As an artist it is very important to make players read the visuals meaning and how they make the player feel. It is very essential to get feedback from testers on the response the game gives to the player.
By using survey and talking to the testers there was given a lot of great feedback. Orally gives more in depth of what the testers actually mean, if they for example do not have the feeling the game has a mysterious […]

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Program: Graphics

Player Feedback

So, playtesting.
I worked as a playtester for a while on a game company called ”Zoink!” who made the recently released game ”Fe” – and because of this I fully realize the importance of feedback from anyone who is not directly involved in the project. Being able to swallow your pride, take and process critique is something that any game developer will inevitably have to learn. Being a graphics-student, however, leaves me with less criticism than I might have wanted. Usually, […]

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Program: Graphics

Player Feedback

So, playtesting.
I worked as a playtester for a while on a game company called ”Zoink!” who made the recently released game ”Fe” – and because of this I fully realize the importance of feedback from anyone who is not directly involved in the project. Being able to swallow your pride, take and process critique is something that any game developer will inevitably have to learn. Being a graphics-student, however, leaves me with less criticism than I might have wanted. Usually, […]

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Program: Graphics

Playtesting

Welcome back! This week I will be talking about the two playtesting sessions that we had during the Shoot’em up project. Since the two tests were several weeks apart, the post will consist of two parts – one for each test. I will also talk about how we incorporated the data we received from these tests. Finally, I will also discuss why and how we chose the questions we asked.
Playtesting session #1
For the first playtesting session our game was in […]

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Playtesting

Welcome back! This week I will be talking about the two playtesting sessions that we had during the Shoot’em up project. Since the two tests were several weeks apart, the post will consist of two parts – one for each test. I will also talk about how we incorporated the data we received from these tests. Finally, I will also discuss why and how we chose the questions we asked.
Playtesting session #1
For the first playtesting session our game was in […]

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Feedback for developers, feedback for player

Hey!
Today’s post will deal with playtesting and its’ effect on making Fear is in me.
2 playtesting sessions scheduled during the course were great opportunities to confront games that we are currently producing with real end users and to gather feedback on what needs to be improved. Unfortunately, the technical issues that occurred just before the first session were a bit too much for us to handle. After we built the project, aiming the weapon turned out to be faulty and causing […]

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Feedback for developers, feedback for player

Hey!
Today’s post will deal with playtesting and its’ effect on making Fear is in me.
2 playtesting sessions scheduled during the course were great opportunities to confront games that we are currently producing with real end users and to gather feedback on what needs to be improved. Unfortunately, the technical issues that occurred just before the first session were a bit too much for us to handle. After we built the project, aiming the weapon turned out to be faulty and causing […]

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Dev Blog #5 -Playtesting

Hello again!
This week I’ll talk about my team’s experience with the playtesting sessions we’ve had during this project. We attended both sessions, though we found little value in the second one and would rather have spent that time working on the game in order to complete it for the beta. I know other team felt the same way, but we still took the playtesting seriously and had a survey for testers to fill out. On both occasions we had an […]

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Dev Blog #5 -Playtesting

Hello again!
This week I’ll talk about my team’s experience with the playtesting sessions we’ve had during this project. We attended both sessions, though we found little value in the second one and would rather have spent that time working on the game in order to complete it for the beta. I know other team felt the same way, but we still took the playtesting seriously and had a survey for testers to fill out. On both occasions we had an […]

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Comment on Blog Post #4

Hey!
Sorry for the late reply!
I really like the effect you’ve achieved with the animation, the wind-up was a really good choice and I think it conveys a lot of weight and power. I enjoyed reading your post – unlike my own, it was quite short, which is fine. I think I would have wanted some more technicalities on how exactly you made it, like if you used photoshop and if you used framer or video animation. I also really like […]

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Program: Graphics

Comment on Blog Post #4

Hey!
Sorry for the late reply!
I really like the effect you’ve achieved with the animation, the wind-up was a really good choice and I think it conveys a lot of weight and power. I enjoyed reading your post – unlike my own, it was quite short, which is fine. I think I would have wanted some more technicalities on how exactly you made it, like if you used photoshop and if you used framer or video animation. I also really like […]

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Program: Graphics

5SD064 – Blog Post 5 : Playtesting

This blog will be about playtesting and its impact on development. My perspective is that of the sole programmer for team “Troll”, working on “Depth”.
Playtesting is two-dimensional : there is an internal dimension and an external one.
Internally, group Troll playtest the game whenever I implement a considerable amount of stuff in, or at the end of each sprint. In fact, playtesting plays into our definition of “done” for artifacts. Indeed, our definition of done is that it has been playtested […]

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Program: Programming

5SD064 – Blog Post 5 : Playtesting

This blog will be about playtesting and its impact on development. My perspective is that of the sole programmer for team “Troll”, working on “Depth”.
Playtesting is two-dimensional : there is an internal dimension and an external one.
Internally, group Troll playtest the game whenever I implement a considerable amount of stuff in, or at the end of each sprint. In fact, playtesting plays into our definition of “done” for artifacts. Indeed, our definition of done is that it has been playtested […]

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Program: Programming

8th of March

I guess it is to be expected that the first digital game we create during our education would highlight the fact that making games is really difficult. As such, the intended end goal of this course is probably not to have us create great, or even half decent games, but rather to make sure that we learn something from the process.
That being said, I thing that we as a group has failed to utilize the playtesting sessions in a meaningful […]

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Program: Graphics

8th of March

I guess it is to be expected that the first digital game we create during our education would highlight the fact that making games is really difficult. As such, the intended end goal of this course is probably not to have us create great, or even half decent games, but rather to make sure that we learn something from the process.
That being said, I thing that we as a group has failed to utilize the playtesting sessions in a meaningful […]

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Program: Graphics

The impact of Playtesting

Hello everyone. Today I am writing about playtesting more specifically how playtesting has affected our development. We had two playtests one for the alpha and one for the beta. Playtesting is important because we get outside eyes to help us to see problems, bugs or game breaking tactics in the game. As the tester played our game, some members took notes of everything they noticed, i.e., how the player moves, or how they react to different encounters. After they have […]

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Program: Programming

The impact of Playtesting

Hello everyone. Today I am writing about playtesting more specifically how playtesting has affected our development. We had two playtests one for the alpha and one for the beta. Playtesting is important because we get outside eyes to help us to see problems, bugs or game breaking tactics in the game. As the tester played our game, some members took notes of everything they noticed, i.e., how the player moves, or how they react to different encounters. After they have […]

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Program: Programming