Yearly Archives: 2018

Post mortem

So, The Umibozu, the 2D Edo Japan inspired mystery game done and the first game production at an end, and a lot has been learned.

Team Logo
The game Umibozu became a mystery adventure game, where the player searches for clues about an event through fog, fending of creatures of the sea, and avoiding the pelirious terrain using their foglight – until finally finding enough clues to figure out where the Umibozu hides. The game doesn´t have a final boss battle […]

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Program: Graphics

Post mortem

So, The Umibozu, the 2D Edo Japan inspired mystery game done and the first game production at an end, and a lot has been learned.

Team Logo
The game Umibozu became a mystery adventure game, where the player searches for clues about an event through fog, fending of creatures of the sea, and avoiding the pelirious terrain using their foglight – until finally finding enough clues to figure out where the Umibozu hides. The game doesn´t have a final boss battle […]

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Program: Graphics

Feedback 6

Feedback on: https://hampusbgame.wordpress.com/2018/03/20/umibozu-post-mortem/
Hey Hampus!
Nice read, you seem to get a grip on both the production as a whole, the teams and your individual work. Was wondering what the dominant strategy actually was but writing that might spoil the game. It’s nice that you don’t just see the flaws in the design, but actually talk about how you could have mitigated them using prototyping and playtesting. It’s well written and brings up what seems like most of the game […]

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Program: Graphics

Feedback 6

Feedback on: https://hampusbgame.wordpress.com/2018/03/20/umibozu-post-mortem/
Hey Hampus!
Nice read, you seem to get a grip on both the production as a whole, the teams and your individual work. Was wondering what the dominant strategy actually was but writing that might spoil the game. It’s nice that you don’t just see the flaws in the design, but actually talk about how you could have mitigated them using prototyping and playtesting. It’s well written and brings up what seems like most of the game […]

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Program: Graphics

Feedback 5

Feedback on https://limegamedevelopment.wordpress.com/2018/07/26/playtesting/
Hey Linn! I really like how you take a collaborative approach to the playtesting, and use them, not only as a way to gain information on your own game but to see how others are doing and exchange ideas as well. You also speak on changes made in relation to the time you guys still had to work on your game after the feedback, and it seems to me like you used your feedback well but […]

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Program: Graphics

Feedback 5

Feedback on https://limegamedevelopment.wordpress.com/2018/07/26/playtesting/
Hey Linn! I really like how you take a collaborative approach to the playtesting, and use them, not only as a way to gain information on your own game but to see how others are doing and exchange ideas as well. You also speak on changes made in relation to the time you guys still had to work on your game after the feedback, and it seems to me like you used your feedback well but […]

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Program: Graphics

More GAME students on the Switch!

Defunct was originally developed as a student project back in 2014 and has been available on Steam since 2016.
Today this team of former students are joining Niklas Hallin and his “Yono and the Celestial Elephants” with a release on the Nintendo Switch!

Well played and congrats Robert Graff, Jonatan Keil, David Forssell, Mikael Karlsson, Simon Öqvist, Petter Vernersson, Anders Hedström!

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More GAME students on the Switch!

Defunct was originally developed as a student project back in 2014 and has been available on Steam since 2016.
Today this team of former students are joining Niklas Hallin and his “Yono and the Celestial Elephants” with a release on the Nintendo Switch!

Well played and congrats Robert Graff, Jonatan Keil, David Forssell, Mikael Karlsson, Simon Öqvist, Petter Vernersson, Anders Hedström!

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Scrum

In every project, especially group projects you need to follow a plan, how to hand out different task, who should do what and in what time frame they should work in. In this development process of shoot ’em up games we used Scrum.
Scrum is an agile framework within which people can address problems while delivering products. Scrum itself is a simple framework for effective team collaboration on complex products.  Scrum co-creators Ken Schwaber and Jeff Sutherland have written ”The Scrum […]

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Program: Game Design

Scrum

In every project, especially group projects you need to follow a plan, how to hand out different task, who should do what and in what time frame they should work in. In this development process of shoot ’em up games we used Scrum.
Scrum is an agile framework within which people can address problems while delivering products. Scrum itself is a simple framework for effective team collaboration on complex products.  Scrum co-creators Ken Schwaber and Jeff Sutherland have written ”The Scrum […]

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Program: Game Design

The solution of the tutorial and menu

The menu
The second last week we got to know that one of our graphic artists had dropped out from the course and we missed 50% of the material and the time limit was small and stressful. We decided for me as a game designer with earlier experience to do her work and one of the biggest feature we had left was the menu and tutorial. I came up with the idea and made it as quick as I could.
I […]

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Program: Game Design

The solution of the tutorial and menu

The menu
The second last week we got to know that one of our graphic artists had dropped out from the course and we missed 50% of the material and the time limit was small and stressful. We decided for me as a game designer with earlier experience to do her work and one of the biggest feature we had left was the menu and tutorial. I came up with the idea and made it as quick as I could.
I […]

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Program: Game Design

GGC 2019, 5-6 June!

Gotland Game Conference 2019 is in June 5-6th, with the Educators Summit right after.

Join the Facebook event for updates!
… and get your tickets from ti.to as always.
Want to volunteer for the Jury? Read the rules and apply here.
Until then, feel free to check out the previous conference here!

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GGC 2019, 5-6 June!

Gotland Game Conference 2019 is in June 5-6th, with the Educators Summit right after.

Join the Facebook event for updates!
… and get your tickets from ti.to as always.
Want to volunteer for the Jury? Read the rules and apply here.
Until then, feel free to check out the previous conference here!

/ Comments Off on GGC 2019, 5-6 June!

GGC 2019, 5-6 June!


Gotland Game Conference 2019 is in June 5-6th, with the Educators Summit right after.

Join the Facebook event for updates.
Add gotlandgameconference.com/2019/ to your feedreader.
Get your tickets from ti.to as always.
Want to volunteer for the Jury? Read the rules and apply here.

/ Comments Off on GGC 2019, 5-6 June!

GGC 2019, 5-6 June!


Gotland Game Conference 2019 is in June 5-6th, with the Educators Summit right after.

Join the Facebook event for updates.
Add gotlandgameconference.com/2019/ to your feedreader.
Get your tickets from ti.to as always.
Want to volunteer for the Jury? Read the rules and apply here.

/ Comments Off on GGC 2019, 5-6 June!

The Pioneers 2018: celebrating the schools that do things differently

“Creative education is vital. But creative education is, in places, broken.”, WeTransfer says. In order to support new, better, types of programs they teamed up with Lecture in Progress and developed The Pioneers listhighlighting schools around the world who deserve credit for doing things differently. They recently visited us on the island and spoke with our Director of Studies, Jakob Berglund-Rogert which led to this great write-up on how we approach game design […]

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The Pioneers 2018: celebrating the schools that do things differently

“Creative education is vital. But creative education is, in places, broken.”, WeTransfer says. In order to support new, better, types of programs they teamed up with Lecture in Progress and developed The Pioneers listhighlighting schools around the world who deserve credit for doing things differently. They recently visited us on the island and spoke with our Director of Studies, Jakob Berglund-Rogert which led to this great write-up on how we approach game design […]

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GAME Alumni leading by example

There’s a good chance that your reading list is overwhelmingly male if you follow a lot of game developers and designers, even though you might be making a conscious effort to follow more women.
Well good news, everyone! Finding new sources for inspiration, experience and skill just became a lot easier. Our former student Emma Johansson and her New Zealand studio Runaway Play has created #GirlsBehindTheGames – a worldwide movement to highlight the women […]

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GAME Alumni leading by example

There’s a good chance that your reading list is overwhelmingly male if you follow a lot of game developers and designers, even though you might be making a conscious effort to follow more women.
Well good news, everyone! Finding new sources for inspiration, experience and skill just became a lot easier. Our former student Emma Johansson and her New Zealand studio Runaway Play has created #GirlsBehindTheGames – a worldwide movement to highlight the women […]

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Umibozu: a post mortem

Context
For a course, I worked a few weeks on a simple shoot them up game prototype in which you played a sailor lost in a haunted and misty sea, trying to navigate the dangerous reefs and avoid the attacks of the creature dwelling under the water.
We had to design the protoptype from a concept document that outlined the core mechanics of the game and its general structure. We allowed ourselves several changes from the original concept document. We change the […]

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Program: Programming

Umibozu: a post mortem

Context
For a course, I worked a few weeks on a simple shoot them up game prototype in which you played a sailor lost in a haunted and misty sea, trying to navigate the dangerous reefs and avoid the attacks of the creature dwelling under the water.
We had to design the protoptype from a concept document that outlined the core mechanics of the game and its general structure. We allowed ourselves several changes from the original concept document. We change the […]

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Program: Programming

Comments

https://lovliegamedesign.wordpress.com/2018/02/07/spawning-errors/
Hello Fredrik, your friendly neighborhood Fredrik here.
So if I got this correctly, you have one prefab for each spawnable, and some of theses prefabs are in turn collections of other prefabs, parented to a ghost object? Makes sense and is pretty neat, though there is an improvement for the interface. First though, your explanation that you made a ”separate script to create formations based on the position relative to the center of the formation” is unclear. If the […]

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Program: Programming

Comments

https://lovliegamedesign.wordpress.com/2018/02/07/spawning-errors/
Hello Fredrik, your friendly neighborhood Fredrik here.
So if I got this correctly, you have one prefab for each spawnable, and some of theses prefabs are in turn collections of other prefabs, parented to a ghost object? Makes sense and is pretty neat, though there is an improvement for the interface. First though, your explanation that you made a ”separate script to create formations based on the position relative to the center of the formation” is unclear. If the […]

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Program: Programming