Daily Archives: September 30, 2018
Postmortem Ethereal Team Ithaqua UPGRADE
Being the project manager for my first real game in a group of 6 people has been a learning experience for all of us. Keeping the group together and working with each other has been my task. We have had good times where we had successes with the game as well as more troubling ones where we have had a little conflict within the group.
The game as a whole came together very good in the end despite that one of […]
Postmortem Ethereal Team Ithaqua UPGRADE
Being the project manager for my first real game in a group of 6 people has been a learning experience for all of us. Keeping the group together and working with each other has been my task. We have had good times where we had successes with the game as well as more troubling ones where we have had a little conflict within the group.
The game as a whole came together very good in the end despite that one of […]
Post mortem: Team Bugbear Umibozu
My previous posts have been detailing the design and production process of a game me and a couple of fellow students have been producing for a course in game design. Now the project is over and it is time to reflect on the experience.
In the end I think most of me group are feeling a bit disappointed with the end result. We ended up having to cut a bunch of features due to time pressure, whilst also having to hastily […]
Post mortem: Team Bugbear Umibozu
My previous posts have been detailing the design and production process of a game me and a couple of fellow students have been producing for a course in game design. Now the project is over and it is time to reflect on the experience.
In the end I think most of me group are feeling a bit disappointed with the end result. We ended up having to cut a bunch of features due to time pressure, whilst also having to hastily […]
How (not) to Handle Playtesting
During the development process we had a couple of playtesting sessions where me and my team, together with all of the other teams, gathered to show and play each others games. The reason we did this was to give us an outsider’s perspective on how the games felt to play. Things that are obvious to you when you are building the game might be completely alien to someone who isn’t involved in the creation process. This is something we struggled […]
How (not) to Handle Playtesting
During the development process we had a couple of playtesting sessions where me and my team, together with all of the other teams, gathered to show and play each others games. The reason we did this was to give us an outsider’s perspective on how the games felt to play. Things that are obvious to you when you are building the game might be completely alien to someone who isn’t involved in the creation process. This is something we struggled […]