Yearly Archives: 2018
Game Design journal 6
Mikael Ferroukhi
Date 20/03/18
Throughout this entire course there has been quite a lot of work and emotions that I have been through with my team, and this come both from the excitement and the fear of producing our first game: will it be good enough? will it look like what we want it to? will it be fun???
All of these questions that can’t really be answered until the final moment when the game is released which make the pressure add up […]
Game Design journal 6
Mikael Ferroukhi
Date 20/03/18
Throughout this entire course there has been quite a lot of work and emotions that I have been through with my team, and this come both from the excitement and the fear of producing our first game: will it be good enough? will it look like what we want it to? will it be fun???
All of these questions that can’t really be answered until the final moment when the game is released which make the pressure add up […]
Commenting on “Fear is in me” Postmortem – by Krzesimir Pszenny
Link to the original post: https://krzesimirsite.wordpress.com/2018/03/20/fear-is-in-me-postmortem/#respond
Krzesimir’s post describes what he learned from his experience as a project manager over the course of the development of his game “Fear is in me”. His post is well structured as it goes over the successes and faults of his project and goes well into detail on what he learned as a project manager, from the mistakes that were made over the course of the project. He not only talks about how he or his […]
Commenting on “Fear is in me” Postmortem – by Krzesimir Pszenny
Link to the original post: https://krzesimirsite.wordpress.com/2018/03/20/fear-is-in-me-postmortem/#respond
Krzesimir’s post describes what he learned from his experience as a project manager over the course of the development of his game “Fear is in me”. His post is well structured as it goes over the successes and faults of his project and goes well into detail on what he learned as a project manager, from the mistakes that were made over the course of the project. He not only talks about how he or his […]
Blog 6
Reflection
Well this is it, the final blog.
During this course I have learned a lot of new things. When I started this course, I didn’t have any experience in actually making a game or any experience in working with unity at all. The later would come to greatly impact the way we would be working on the project. But that will come in a short while. For now I just want to say that while I did come in here with […]
Blog 6
Reflection
Well this is it, the final blog.
During this course I have learned a lot of new things. When I started this course, I didn’t have any experience in actually making a game or any experience in working with unity at all. The later would come to greatly impact the way we would be working on the project. But that will come in a short while. For now I just want to say that while I did come in here with […]
Aetherial post mortem
In retrospective I am generally quite happy with the overall development of ‘Aetherial’, of course there are things that could have gone more smoothly or been better, but considering this was our first project of that size I am quite happy with the results.
The final product had a lot of improvements, visually and mechanically, since the beta version of the game. Most of the negative feedback we got was addressed in one of the last sprints and a lot of […]
Aetherial post mortem
In retrospective I am generally quite happy with the overall development of ‘Aetherial’, of course there are things that could have gone more smoothly or been better, but considering this was our first project of that size I am quite happy with the results.
The final product had a lot of improvements, visually and mechanically, since the beta version of the game. Most of the negative feedback we got was addressed in one of the last sprints and a lot of […]
“Fear is in me” Postmortem
Hey!
This time I’m going to sum up the past weeks that my team and I spent on creating our first digital game – Fear is in me. Let me describe the end result then!
My group produced a short Shoot ‘em up game with unusual shooting mechanic. The set-up is a dark forest full of 3 different kinds of terrifying and bloodthirsty creatures. But none of them is true – in fact, everything takes place in a little girl’s mind, as […]
“Fear is in me” Postmortem
Hey!
This time I’m going to sum up the past weeks that my team and I spent on creating our first digital game – Fear is in me. Let me describe the end result then!
My group produced a short Shoot ‘em up game with unusual shooting mechanic. The set-up is a dark forest full of 3 different kinds of terrifying and bloodthirsty creatures. But none of them is true – in fact, everything takes place in a little girl’s mind, as […]
Blog #6 – Postmortem of our first digital game: Aetherial
What We Made
Archon, the group I was a part of for the past 6 months, recently wrapped up our production of a small 2D side-scrolling shooter game. This game was based on a design produced bu another team during the previous semester. The game was produced as part of the course Game Design 2: Game Production here at Uppsala University, Campus Gotland and the production of our game has been this semester’s most extensive assignment. The game was delivered on […]
Blog #6 – Postmortem of our first digital game: Aetherial
What We Made
Archon, the group I was a part of for the past 6 months, recently wrapped up our production of a small 2D side-scrolling shooter game. This game was based on a design produced bu another team during the previous semester. The game was produced as part of the course Game Design 2: Game Production here at Uppsala University, Campus Gotland and the production of our game has been this semester’s most extensive assignment. The game was delivered on […]
Blog Post #6 – Post Mortem
My group Siren’s game Behemoth turned out to be a great finished product. Our group turned out to be managed so well that we weren’t rushing to add any features and were rather focused on polishing the last week of production. I was very satisfied with the end product and I think the same can be said for the rest of my group’s feelings towards the game. We received some good feedback during the final playtesting. I think we did […]
Blog Post #6 – Post Mortem
My group Siren’s game Behemoth turned out to be a great finished product. Our group turned out to be managed so well that we weren’t rushing to add any features and were rather focused on polishing the last week of production. I was very satisfied with the end product and I think the same can be said for the rest of my group’s feelings towards the game. We received some good feedback during the final playtesting. I think we did […]
Time to dissect a fresh corpse: Aetherial Post Mortem
With the 2D shooter game finally done it’s time to dissect it’s still warm corpse and see what I’ve learned during this project. There’s a lot of things I’ve learned so I’m just gonna mention some of the bigger ones and the things that really stand out.
First of all, let’s talk about the outcome of the game. During the final playtest we had a lot of people play our game and the vast majority seemed to be enjoying themselves. […]
Time to dissect a fresh corpse: Aetherial Post Mortem
With the 2D shooter game finally done it’s time to dissect it’s still warm corpse and see what I’ve learned during this project. There’s a lot of things I’ve learned so I’m just gonna mention some of the bigger ones and the things that really stand out.
First of all, let’s talk about the outcome of the game. During the final playtest we had a lot of people play our game and the vast majority seemed to be enjoying themselves. […]
Post-Mortem
As the shoot ’em up project closes up, it is time to reflect on the process we went through. Going into it none of us had any real experience creating games. The idea of the project was to learn how the process worked and how we as a team cooperate to digitalize the vision we had starting out. As well as this we were expected to “learn by doing”, essentially creating a game with the purpose of learning how to […]
Post-Mortem
As the shoot ’em up project closes up, it is time to reflect on the process we went through. Going into it none of us had any real experience creating games. The idea of the project was to learn how the process worked and how we as a team cooperate to digitalize the vision we had starting out. As well as this we were expected to “learn by doing”, essentially creating a game with the purpose of learning how to […]
Game Design Blog #6
In this blog I shall be talking about my conclusion about this project and in which way it helped learn and develop. Firstly I would like to start with the aspect of working together with a group on a game and succeeding in doing something is quite something incredible. Thus I have learned so much in managing, deadlines and work psychology within my groups dynamics. The flow between the group members has been great as communication, motivation and willing to […]
Game Design Blog #6
In this blog I shall be talking about my conclusion about this project and in which way it helped learn and develop. Firstly I would like to start with the aspect of working together with a group on a game and succeeding in doing something is quite something incredible. Thus I have learned so much in managing, deadlines and work psychology within my groups dynamics. The flow between the group members has been great as communication, motivation and willing to […]
Game Design Blog #5
In this blog, I will be talking about how playtesting sessions have affected the development of our game. In the first playtest made for our game to be played by random people from our programs. It was observed that people after a shoot-em up game were kind of not satisfied with our main playable ship, is a slow moving(including slow turns) entity and even with a slow harpoon turret with a slower flashlight. But our reasoning behind this was to […]
Game Design Blog #5
In this blog, I will be talking about how playtesting sessions have affected the development of our game. In the first playtest made for our game to be played by random people from our programs. It was observed that people after a shoot-em up game were kind of not satisfied with our main playable ship, is a slow moving(including slow turns) entity and even with a slow harpoon turret with a slower flashlight. But our reasoning behind this was to […]
Game Design Blog #4
In this blog, I shall be talking about how I managed to create the Menu beginning and tutorial hints. So firstly I would like to start with the fact that our brainstorming around the idea of the menu with the group ended up going towards a route where the menu isn’t a scene but instead, it is integrated within the game. The reasoning behind this was to make the player not wait for scenes to load, but rather just letting […]
Game Design Blog #4
In this blog, I shall be talking about how I managed to create the Menu beginning and tutorial hints. So firstly I would like to start with the fact that our brainstorming around the idea of the menu with the group ended up going towards a route where the menu isn’t a scene but instead, it is integrated within the game. The reasoning behind this was to make the player not wait for scenes to load, but rather just letting […]