Monthly Archives: March 2018
Boss Soundtrack Making
The boss soundtrack was one of the first things I started to work with on this project. I though it would be interesting to compose a boss soundtrack since I’ve never done it before.
Umibozu is a spirit from Japanese folklore so I started searching around on Youtube for different ancient Japanese music genres. After a couple of clicks I stumbled across a genre called Taiko which includes a lot of drumming. It’s like a big percussion orchestra which I find […]
Boss Soundtrack Making
The boss soundtrack was one of the first things I started to work with on this project. I though it would be interesting to compose a boss soundtrack since I’ve never done it before.
Umibozu is a spirit from Japanese folklore so I started searching around on Youtube for different ancient Japanese music genres. After a couple of clicks I stumbled across a genre called Taiko which includes a lot of drumming. It’s like a big percussion orchestra which I find […]
Blog 4# Teaching the player to boat.
In this post we will go over how we ended up teaching our players the mechanics of the game. While reading this it is good to know that our goal was to have a immersive game, and we wanted the player at no point to be taken out of the game by pausing it or creating a tutorial level (ocean with borders) to break the immersion of the endless ocean.
During our playtests we one of the biggest problems were players not […]
Blog 4# Teaching the player to boat.
In this post we will go over how we ended up teaching our players the mechanics of the game. While reading this it is good to know that our goal was to have a immersive game, and we wanted the player at no point to be taken out of the game by pausing it or creating a tutorial level (ocean with borders) to break the immersion of the endless ocean.
During our playtests we one of the biggest problems were players not […]
Game Design 2: Comments
week 1 *
Hello. This is Jonathan the programmer from group Siren and I will be commenting on your blog for this week.
First of I want to say that I think that your blog very well describes the process you went through when working on the lighting in your game. I think that your post makes it very clear what is done and that it explains why as you mentioned that the lighting helps with the aesthetic goal of your […]
Game Design 2: Comments
week 1 *
Hello. This is Jonathan the programmer from group Siren and I will be commenting on your blog for this week.
First of I want to say that I think that your blog very well describes the process you went through when working on the lighting in your game. I think that your post makes it very clear what is done and that it explains why as you mentioned that the lighting helps with the aesthetic goal of your […]
Blog #5 Comment
Hi Alec!
I’d like to start by saying that I can really relate to your post. In my group the situation with playtesting was reversed, as we were in need of extra time during the Alpha playtesting, while we were fairly prepared for the Beta playtest. Playtesting doesn’t always serve it’s purpose when the product isn’t quite ready yet, and it can be very frustrating when you know you won’t be getting the feedback you’d hope for because of this.
Outside of […]
Blog #5 Comment
Hi Alec!
I’d like to start by saying that I can really relate to your post. In my group the situation with playtesting was reversed, as we were in need of extra time during the Alpha playtesting, while we were fairly prepared for the Beta playtest. Playtesting doesn’t always serve it’s purpose when the product isn’t quite ready yet, and it can be very frustrating when you know you won’t be getting the feedback you’d hope for because of this.
Outside of […]
Blog #4 The cutscene
In this post I will be covering my process of creating art for the final cutscene for Into the fog. Since we are a small group with only one artist, I have decided to help out with drawing illustrations to maximize team efficiency.
In the beginning, to speed up the drawing process I began by browsing through my folder of concept arts which I usually use for inspiration, however this time I decided to use a technique common among concept artists, […]
Blog #4 The cutscene
In this post I will be covering my process of creating art for the final cutscene for Into the fog. Since we are a small group with only one artist, I have decided to help out with drawing illustrations to maximize team efficiency.
In the beginning, to speed up the drawing process I began by browsing through my folder of concept arts which I usually use for inspiration, however this time I decided to use a technique common among concept artists, […]
Blog comments
Comment #1
Hey Michael,
I found your blog post to be very helpful and informative. I appreciate the way that you went and explained each program and application that you used when making the sound effects. This information will be helpful should I ever be part of a team that has no experience with sound design. However, I also feel that you went and repeated yourself a bit with some of the information in the first couple of paragraphs. I liked how […]
Blog comments
Comment #1
Hey Michael,
I found your blog post to be very helpful and informative. I appreciate the way that you went and explained each program and application that you used when making the sound effects. This information will be helpful should I ever be part of a team that has no experience with sound design. However, I also feel that you went and repeated yourself a bit with some of the information in the first couple of paragraphs. I liked how […]
Technically blog #4
Since I was sick during this week and forgot to write this back then I’m going to write the post now. This post will focus on group dynamics and how they affected our game development process.
Over the course of this project, our group has had some problems when it came to our group dynamics. Our group had some communication problems from the start, whether it came to scheduling meetings to having problems with members. At some point, our communication problem began […]
Technically blog #4
Since I was sick during this week and forgot to write this back then I’m going to write the post now. This post will focus on group dynamics and how they affected our game development process.
Over the course of this project, our group has had some problems when it came to our group dynamics. Our group had some communication problems from the start, whether it came to scheduling meetings to having problems with members. At some point, our communication problem began […]
Comment Week #6
Comment on „Postmortem“, a blog entry published by Merve Metinkol
Hi Merve!
So sorry for the late comment, seems like my previous comment got kinda lost. Nonetheless, thank you very much for your unique insight and this well-rounded blog entry. You talk about your experience from the perspective from an artist, but also mention and elaborate about scrum, playtesting and issues that occurred by losing a team member. In that sense, it is a great summary of what has happened during […]
Comment Week #6
Comment on „Postmortem“, a blog entry published by Merve Metinkol
Hi Merve!
So sorry for the late comment, seems like my previous comment got kinda lost. Nonetheless, thank you very much for your unique insight and this well-rounded blog entry. You talk about your experience from the perspective from an artist, but also mention and elaborate about scrum, playtesting and issues that occurred by losing a team member. In that sense, it is a great summary of what has happened during […]
Blog comment #1
Link to original post: https://mateuszgamedesign.wordpress.com/2018/02/08/blog-1-scrum-documentation/
It is very clear what you have done and how it is done. I like that you have taken in what we have learned during the project management course and trying to implement it, by using MoSCoW. It is also very good that you are being agile and changing and adapting from the original scrum document we were provided with, to be able to do a better job.
Things to improve is to tell the reader the changes […]
Blog comment #1
Link to original post: https://mateuszgamedesign.wordpress.com/2018/02/08/blog-1-scrum-documentation/
It is very clear what you have done and how it is done. I like that you have taken in what we have learned during the project management course and trying to implement it, by using MoSCoW. It is also very good that you are being agile and changing and adapting from the original scrum document we were provided with, to be able to do a better job.
Things to improve is to tell the reader the changes […]
Blog #4 comment
Hi Anton!
I understand your concerns with leaving the island during such and important moment, it’s not exactly a dream come true for someone responsible for the team, nonetheless I can tell you have prepared well. Letting your team know about your departure a month before it happened was very wise, preventing any bad surprises. In my opinion allocating some of the responsibilities among the lead roles was a great idea, since it not only took some of the weight off […]
Blog #4 comment
Hi Anton!
I understand your concerns with leaving the island during such and important moment, it’s not exactly a dream come true for someone responsible for the team, nonetheless I can tell you have prepared well. Letting your team know about your departure a month before it happened was very wise, preventing any bad surprises. In my opinion allocating some of the responsibilities among the lead roles was a great idea, since it not only took some of the weight off […]
Comment #6
http://blog.erikrosenberg.se/2018/03/15/post-6-postmortem/
Hi Erik!
This was a great read! This blog post was very informative without being suffocating.
First of all, congratulations on the finished game! I see your group is missing a design minor which is sad but it seems you’ve still managed well without it.
I feel this blog post was well written and had all the information I could want. It was organized in a good way so I could understand the history of the team and the development of […]
Comment #6
http://blog.erikrosenberg.se/2018/03/15/post-6-postmortem/
Hi Erik!
This was a great read! This blog post was very informative without being suffocating.
First of all, congratulations on the finished game! I see your group is missing a design minor which is sad but it seems you’ve still managed well without it.
I feel this blog post was well written and had all the information I could want. It was organized in a good way so I could understand the history of the team and the development of […]
Comment #5
https://gamedesign905092715.wordpress.com/2018/03/13/how-did-playtesting-help-us-in-our-development-of-our-game/
Hi Sofia!
This was an interesting and informative read on the topic of Playtesting! Besides a few words here and there I felt it was well written and I understood the information that was given.
Playtesting is a great way to understand your own game from a different perspective and to grow and learn. I feel you described this process in this post. You described what problems arose as well as what you and your group did to solve problems […]
Comment #5
https://gamedesign905092715.wordpress.com/2018/03/13/how-did-playtesting-help-us-in-our-development-of-our-game/
Hi Sofia!
This was an interesting and informative read on the topic of Playtesting! Besides a few words here and there I felt it was well written and I understood the information that was given.
Playtesting is a great way to understand your own game from a different perspective and to grow and learn. I feel you described this process in this post. You described what problems arose as well as what you and your group did to solve problems […]