Yearly Archives: 2018
Blog post 6 – Postmortem
We in the group Archon have been working on the game Aetherial for the past 10 weeks and it is part of our course in game design.
In the course we have a gold presentation where you are supposed to show the game for the teachers and the other students. And before this presentation of the game we have been working together on this game for nine weeks and hade one alfa and beta presentation.
The game that we made is a […]
Blog post 6 – Postmortem
We in the group Archon have been working on the game Aetherial for the past 10 weeks and it is part of our course in game design.
In the course we have a gold presentation where you are supposed to show the game for the teachers and the other students. And before this presentation of the game we have been working together on this game for nine weeks and hade one alfa and beta presentation.
The game that we made is a […]
The Final Results
It’s over… It’s finally over! The final release of our first game is out, and now, we can relax! Or at least… we can relax until the next project.
Today was the final presentation of our class very first video games, and it was finally time for the rest of the students to try the final version of my group’s video game “Behemoth”.
First of all, the end results turned out to be better than any of our team members had expected. […]
The Final Results
It’s over… It’s finally over! The final release of our first game is out, and now, we can relax! Or at least… we can relax until the next project.
Today was the final presentation of our class very first video games, and it was finally time for the rest of the students to try the final version of my group’s video game “Behemoth”.
First of all, the end results turned out to be better than any of our team members had expected. […]
Postmortem of “Fear Is In Me”
Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.
The game surely had fewer bugs than it had in its beta presentation and its improvement […]
Postmortem of “Fear Is In Me”
Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.
The game surely had fewer bugs than it had in its beta presentation and its improvement […]
Postmortem
This assignment have been a ride, both with its highs and lows. There has been struggles and disagreements, but also a lot of learning and growth. The final product is a mix between all I envisioned and a complete surprise.
Looking back, we were terribly unstructured in the beginning. No one understood what the backlog was and how we were supposed to be doing it. Not to mention how I struggled with the user stories for a while there too. Luckily […]
Postmortem
This assignment have been a ride, both with its highs and lows. There has been struggles and disagreements, but also a lot of learning and growth. The final product is a mix between all I envisioned and a complete surprise.
Looking back, we were terribly unstructured in the beginning. No one understood what the backlog was and how we were supposed to be doing it. Not to mention how I struggled with the user stories for a while there too. Luckily […]
Postmortem
It has been a tough past 10 weeks for all of us, we have all been very busy trying to keep up with our sprints, we have argued between each other, we have planned, created and we have given our all. I am happy to say I am pleased with our game and all of the other ones. Good job to everyone!
1. The team
Personally I am pleased on how well we, Team Poltergeist, have worked together. We are a group […]
Postmortem
It has been a tough past 10 weeks for all of us, we have all been very busy trying to keep up with our sprints, we have argued between each other, we have planned, created and we have given our all. I am happy to say I am pleased with our game and all of the other ones. Good job to everyone!
1. The team
Personally I am pleased on how well we, Team Poltergeist, have worked together. We are a group […]
Comment #3
Comment on Sasa Dzigurski’s blog post: “Scrum-ing the project”
https://sasadzigurski.wordpress.com/2018/02/22/scrum-ing-the-project/#comment-3
A very nice and well-structured look into how your team uses the Scrum framework. I think you do a good job of explaining what Scrum is, and the following descriptions of your work process serves nicely as examples of how to apply the framework. However I would like to point out that there were a few instances in which I feel like the explanations can be misinterpreted. The description of […]
Comment #3
Comment on Sasa Dzigurski’s blog post: “Scrum-ing the project”
https://sasadzigurski.wordpress.com/2018/02/22/scrum-ing-the-project/#comment-3
A very nice and well-structured look into how your team uses the Scrum framework. I think you do a good job of explaining what Scrum is, and the following descriptions of your work process serves nicely as examples of how to apply the framework. However I would like to point out that there were a few instances in which I feel like the explanations can be misinterpreted. The description of […]
Comment #4
Comment on Mattias Ramkvist’s blog post: “Boss design”
https://rasagameengine.wordpress.com/2018/03/03/boss-design/comment-page-1/#comment-12
Your post highlights a very intriguing part of your game’s design. You do a good job of contextualizing as well as motivating why you’ve made this design decision, as well as what it actually is that you’re doing. If I had to pick out something which could have been done better then I do feel like there could perhaps have been some slight elaboration regarding why it is important for the […]
Comment #4
Comment on Mattias Ramkvist’s blog post: “Boss design”
https://rasagameengine.wordpress.com/2018/03/03/boss-design/comment-page-1/#comment-12
Your post highlights a very intriguing part of your game’s design. You do a good job of contextualizing as well as motivating why you’ve made this design decision, as well as what it actually is that you’re doing. If I had to pick out something which could have been done better then I do feel like there could perhaps have been some slight elaboration regarding why it is important for the […]
Comment #5
Comment on Niklas Ericsson’s blog post: “Sprint 7 – Playtesting”
https://niklasericssonblog.wordpress.com/2018/03/07/sprint-7-playtesting/comment-page-1/#comment-17
You’ve written a very extensive and detailed post while still keeping the reader interested. You make it very clear what state your game was in at every playtest, and what kind of feedback you were anticipating/looking for. You’ve also made it clear what kind of feedback it was you recieved and how it affected the development of your game. The many examples you describe (powerup, shield buttons, charging laser) […]
Comment #5
Comment on Niklas Ericsson’s blog post: “Sprint 7 – Playtesting”
https://niklasericssonblog.wordpress.com/2018/03/07/sprint-7-playtesting/comment-page-1/#comment-17
You’ve written a very extensive and detailed post while still keeping the reader interested. You make it very clear what state your game was in at every playtest, and what kind of feedback you were anticipating/looking for. You’ve also made it clear what kind of feedback it was you recieved and how it affected the development of your game. The many examples you describe (powerup, shield buttons, charging laser) […]
Comment #2
Comment on Michael Degirmen’s blog post: “When things don’t go according to plan”
https://michaeldegirmen.wordpress.com/2018/02/15/when-things-dont-go-according-to-plan/#comment-8
Very interesting to read about other Project Managers’ problems and how they deal with them. Especially so in a case like this. While I have personally never had any real trouble with other team members not delivering on time, I have considered what I would do if such a situation would occur. What makes the perspectives of other Project Managers so interesting is the situation as […]
Comment #2
Comment on Michael Degirmen’s blog post: “When things don’t go according to plan”
https://michaeldegirmen.wordpress.com/2018/02/15/when-things-dont-go-according-to-plan/#comment-8
Very interesting to read about other Project Managers’ problems and how they deal with them. Especially so in a case like this. While I have personally never had any real trouble with other team members not delivering on time, I have considered what I would do if such a situation would occur. What makes the perspectives of other Project Managers so interesting is the situation as […]
Comment #1
Comment on Mija Causey’s blog post: “Working on the Alpha presentation. Post 1”
https://flytrapblog861090001.wordpress.com/2018/02/08/working-on-the-alpha-presentation-post-1/#comment-2
It is both reassuring and unnerving to see that other Project Managers are struggling with finding meaningful ways to contribute to their group. Your post is very clear about what you are working on, namely the alpha presentation, and I think you make a clear case for why you are working on it at this time. However, your work process is a bit difficult to decode. […]
Comment #1
Comment on Mija Causey’s blog post: “Working on the Alpha presentation. Post 1”
https://flytrapblog861090001.wordpress.com/2018/02/08/working-on-the-alpha-presentation-post-1/#comment-2
It is both reassuring and unnerving to see that other Project Managers are struggling with finding meaningful ways to contribute to their group. Your post is very clear about what you are working on, namely the alpha presentation, and I think you make a clear case for why you are working on it at this time. However, your work process is a bit difficult to decode. […]
Insight #6 – Behemoth Postmortem
This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]
Insight #6 – Behemoth Postmortem
This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]
End of Project
This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.
In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how […]
End of Project
This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.
In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how […]