Author Archives: Alexander Sinn

About Alexander Sinn

2017 Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

Comment Week #5

Comment on „Test, Test and Then Test Some More, The Great Regret“, a blog entry published by Daniel Reinsson

Hi Daniel!
Thank you for this interesting insight on how you and your team approached playtesting in the scope of this project. Your blog entry is well-structured, coherent and precise. You elaborate on and showcase very well what problems you have encountered, what the reason for the issues were and what potential solutions could have been. I can appreciate that you not […]

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Program: Graphics

Comment Week #5

Comment on „Test, Test and Then Test Some More, The Great Regret“, a blog entry published by Daniel Reinsson

Hi Daniel!
Thank you for this interesting insight on how you and your team approached playtesting in the scope of this project. Your blog entry is well-structured, coherent and precise. You elaborate on and showcase very well what problems you have encountered, what the reason for the issues were and what potential solutions could have been. I can appreciate that you not […]

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Program: Graphics

Postmortem: Umibōzu

Ten weeks of production and development have come to an end and after a few days of digesting the last workload-heavy week, it is now time to look back and reflect upon this great experience. This entry will also close out this blog series about the making off Umibōzu, a game based on a concept designed by Team Gnoll.
 

 
Umi.. what?
The spirit of the Umibōzu originates from Japanese folklore. It is said to be accompanied by strange ocean phenomenon. It has […]

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Program: Graphics

Postmortem: Umibōzu

Ten weeks of production and development have come to an end and after a few days of digesting the last workload-heavy week, it is now time to look back and reflect upon this great experience. This entry will also close out this blog series about the making off Umibōzu, a game based on a concept designed by Team Gnoll.
 

 
Umi.. what?
The spirit of the Umibōzu originates from Japanese folklore. It is said to be accompanied by strange ocean phenomenon. It has […]

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Program: Graphics

Comment Week #4

Comment on „Animations, Sprites and my consequent thoughts thereon“, a blog entry published by Felix Rahm:

Heya Felix,
First of all, I really enjoyed reading your blog entry. You write in a fresh, vivid way that I personally find very pleasant to read. The writing style definitely fits the blog post and also you as a person. Content-wise, I have had an easy time to follow along your thought process. I appreciate that you structured your post into different components like […]

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Program: Graphics

Comment Week #4

Comment on „Animations, Sprites and my consequent thoughts thereon“, a blog entry published by Felix Rahm:

Heya Felix,
First of all, I really enjoyed reading your blog entry. You write in a fresh, vivid way that I personally find very pleasant to read. The writing style definitely fits the blog post and also you as a person. Content-wise, I have had an easy time to follow along your thought process. I appreciate that you structured your post into different components like […]

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Program: Graphics

How has playtesting affected the development of Umibōzu?

Playtesting is definitely one of the most important components when developing a game. Not only does playtesting provide confirmation whether or not standards or goals are being met, it also exposes the developers to different insights and perspectives that would end up unheard otherwise. In the following blog entry,  I will talk about how playtesting has affected the development of our game, Umibōzu.

How did we approach the playtests?
Whenever you conduct a playtest, you have to previously think […]

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Program: Graphics

How has playtesting affected the development of Umibōzu?

Playtesting is definitely one of the most important components when developing a game. Not only does playtesting provide confirmation whether or not standards or goals are being met, it also exposes the developers to different insights and perspectives that would end up unheard otherwise. In the following blog entry,  I will talk about how playtesting has affected the development of our game, Umibōzu.

How did we approach the playtests?
Whenever you conduct a playtest, you have to previously think […]

/ Comments Off on How has playtesting affected the development of Umibōzu?
Program: Graphics

Comment Week #3

Comment on 5SD064-Short Scrum Reflection , a blog entry published by Yinsong Hong:
Hi Yinsong!
I enjoyed reading your blog entry about your personal scrum reflection. I value that you showcase positive and negative aspects of working within a scrum environment that you have encountered while working on your project with Team Flytrap. Your structure is precise and coherent, creating a pleasant experience for the reader. It is good to hear that working with scrum has had a beneficial influence on […]

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Program: Graphics

Comment Week #3

Comment on 5SD064-Short Scrum Reflection , a blog entry published by Yinsong Hong:
Hi Yinsong!
I enjoyed reading your blog entry about your personal scrum reflection. I value that you showcase positive and negative aspects of working within a scrum environment that you have encountered while working on your project with Team Flytrap. Your structure is precise and coherent, creating a pleasant experience for the reader. It is good to hear that working with scrum has had a beneficial influence on […]

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Program: Graphics

Comment Week #2

Comment on ‚Pixel Perfect in Unity‘, a blog entry published by Benjamin Thomas Harbakk:
Hey Ben!
I hope my comment shows now
Thank you very much for this blog entry. Not only do you present what you have done this week, but you also talk about what issues you have had and how you solved them. Great! Pixel Art is definitely not appreciated enough in my opinion, and after reading your entry I feel even more so.
Your blog entry is well […]

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Program: Graphics

Comment Week #2

Comment on ‚Pixel Perfect in Unity‘, a blog entry published by Benjamin Thomas Harbakk:
Hey Ben!
I hope my comment shows now
Thank you very much for this blog entry. Not only do you present what you have done this week, but you also talk about what issues you have had and how you solved them. Great! Pixel Art is definitely not appreciated enough in my opinion, and after reading your entry I feel even more so.
Your blog entry is well […]

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Program: Graphics

Comment Week #1

Comment on „The animation cycle of a wing span„,  a blog entry published by Carl Leong:

Thank you for this insight on your unique workflow of creating the animation cycle of your sky slug. You clearly communicate to the reader what struggles you have had while working on this challenge and how you faced them. Since this is the first entry on your blog, I would personally have loved to hear a small introduction on what game you are working […]

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Program: Graphics

Comment Week #1

Comment on „The animation cycle of a wing span„,  a blog entry published by Carl Leong:

Thank you for this insight on your unique workflow of creating the animation cycle of your sky slug. You clearly communicate to the reader what struggles you have had while working on this challenge and how you faced them. Since this is the first entry on your blog, I would personally have loved to hear a small introduction on what game you are working […]

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Program: Graphics

Ink.

Introduction
Creating good looking ink effects in Unity is certainly a tricky challenge, but I have throughoutly enjoyed working on it so far. I will shed some light on my thought process, what results I came up with so far and what my inkredible ambitions for the future are. So let’s dive right into it!

Research. A looot of research.
When I as the Lead Artist originally decided to go with an ink-on-paper artstyle (also known as sumi-e 墨絵 in japanese or 水墨畫 […]

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Program: Graphics

Ink.

Introduction
Creating good looking ink effects in Unity is certainly a tricky challenge, but I have throughoutly enjoyed working on it so far. I will shed some light on my thought process, what results I came up with so far and what my inkredible ambitions for the future are. So let’s dive right into it!

Research. A looot of research.
When I as the Lead Artist originally decided to go with an ink-on-paper artstyle (also known as sumi-e 墨絵 in japanese or 水墨畫 […]

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Program: Graphics

Working with scrum – Has it been beneficial?

For the duration of the project, we as students were asked to work and apply the scrum framework to improve our workflow and thus the quality of our final product. In our case, the framework consists of weekly sprints in combination with daily stand-up meetings in person. Furthermore and in comparison to previous projects, we are working with a product backlog to keep sight on all the assets and artifacts that are needed for our current project.  In this blog […]

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Program: Graphics

Working with scrum – Has it been beneficial?

For the duration of the project, we as students were asked to work and apply the scrum framework to improve our workflow and thus the quality of our final product. In our case, the framework consists of weekly sprints in combination with daily stand-up meetings in person. Furthermore and in comparison to previous projects, we are working with a product backlog to keep sight on all the assets and artifacts that are needed for our current project.  In this blog […]

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Program: Graphics

Creating an unfogettable ambient

Introduction
Creating a lasting experience for the player that convey mystery and excitement yet is not too intrusive or frightening is probably the decider whether our Umibōzu will succeed or crash and burn. While a lot of atmosphere and ambient can be build up with music and sound cues, having believable, coherent and frankly spoken “beautiful” art is arguably the most important factor. Last week, I already touched upon the water in Umibōzu and my aesthetic vision for the project. In […]

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Program: Graphics

Creating an unfogettable ambient

Introduction
Creating a lasting experience for the player that convey mystery and excitement yet is not too intrusive or frightening is probably the decider whether our Umibōzu will succeed or crash and burn. While a lot of atmosphere and ambient can be build up with music and sound cues, having believable, coherent and frankly spoken “beautiful” art is arguably the most important factor. Last week, I already touched upon the water in Umibōzu and my aesthetic vision for the project. In […]

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Program: Graphics

The Water of Umibōzu (pre-alpha state)

Our initial thoughts on the concept were that, due to it being based on a Japanese myth, playing should feel like an experience and like a journey. We want to keep the spiritual and mysterious (not everything is known) nature of the concept and build our game around that.  What art style would suit the above best? It became clear pretty early that a more stylistic approach rather than a realistic one fits our concept best. Too detailed art draws […]

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Program: Graphics

The Water of Umibōzu (pre-alpha state)

Our initial thoughts on the concept were that, due to it being based on a Japanese myth, playing should feel like an experience and like a journey. We want to keep the spiritual and mysterious (not everything is known) nature of the concept and build our game around that.  What art style would suit the above best? It became clear pretty early that a more stylistic approach rather than a realistic one fits our concept best. Too detailed art draws […]

/ Comments Off on The Water of Umibōzu (pre-alpha state)
Program: Graphics