Author Archives: Amanda Cohen

About Amanda Cohen

2017 Graphics

Comment #6

Marcus,
I appreciate your positive outlook on this entire project and your respect for your team members. I know that many groups had problems working together and some are rather bitter about it. While that is not necessarily unjustified, I like that you can take this as a learning experience, which it very much was. I can imagine this project was definitely rough for programmers new to Unity as there is so much to learn about it. I know nothing about […]

/ Comments Off on Comment #6
Program: Graphics

Comment #6

Marcus,
I appreciate your positive outlook on this entire project and your respect for your team members. I know that many groups had problems working together and some are rather bitter about it. While that is not necessarily unjustified, I like that you can take this as a learning experience, which it very much was. I can imagine this project was definitely rough for programmers new to Unity as there is so much to learn about it. I know nothing about […]

/ Comments Off on Comment #6
Program: Graphics

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 […]

/ Comments Off on Blog Post #6 – Post Mortem
Program: Graphics

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 […]

/ Comments Off on Blog Post #6 – Post Mortem
Program: Graphics

Comment #5

Hi Kristina!
Very concise post. I feel as if many of the Umibozu games share a similar challenge in getting the controls just right. This is an issue that just comes with the fact that the avatar is a boat. Animations are a very important part of making controls feel better. While it is technically just an illusion, it gives us something to visually justify why our avatar is moving in such a way. Animation placeholders may have helped you in […]

/ Comments Off on Comment #5
Program: Graphics

Comment #5

Hi Kristina!
Very concise post. I feel as if many of the Umibozu games share a similar challenge in getting the controls just right. This is an issue that just comes with the fact that the avatar is a boat. Animations are a very important part of making controls feel better. While it is technically just an illusion, it gives us something to visually justify why our avatar is moving in such a way. Animation placeholders may have helped you in […]

/ Comments Off on Comment #5
Program: Graphics

Blog Post #5 – Playtesting

Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]

/ Comments Off on Blog Post #5 – Playtesting
Program: Graphics

Blog Post #5 – Playtesting

Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]

/ Comments Off on Blog Post #5 – Playtesting
Program: Graphics

Comment #4

Hi Adam, your post was very interesting!
However, I think you could give a little bit more background around the topic of the top-down perspective of your game. I had no trouble understanding it as someone who knows what Umibozu is, but I have a feeling someone who does not might have difficulty understanding exactly what the problem is. This was the only thing missing though, in my opinion. The top-down perspective of the game does affect the movement sprites a […]

/ Comments Off on Comment #4
Program: Graphics

Comment #4

Hi Adam, your post was very interesting!
However, I think you could give a little bit more background around the topic of the top-down perspective of your game. I had no trouble understanding it as someone who knows what Umibozu is, but I have a feeling someone who does not might have difficulty understanding exactly what the problem is. This was the only thing missing though, in my opinion. The top-down perspective of the game does affect the movement sprites a […]

/ Comments Off on Comment #4
Program: Graphics

Blog Post #4 – Pew pew!

As we near closer to Beta I have been busy filling out the rest of the sounds for Behemoth as new abilities and power-ups are added to the game. During our last play-test, there were some requests for “big” sounds like a huge explosion when you fire your “super mega awesome wave” (name pending) which is a special ability that destroys all enemies on the screen. Since this is such a powerful ability, it should have a powerful sound. For […]

/ Comments Off on Blog Post #4 – Pew pew!
Program: Graphics

Blog Post #4 – Pew pew!

As we near closer to Beta I have been busy filling out the rest of the sounds for Behemoth as new abilities and power-ups are added to the game. During our last play-test, there were some requests for “big” sounds like a huge explosion when you fire your “super mega awesome wave” (name pending) which is a special ability that destroys all enemies on the screen. Since this is such a powerful ability, it should have a powerful sound. For […]

/ Comments Off on Blog Post #4 – Pew pew!
Program: Graphics

Comment #3

Hi Teddy,
I really liked your in-depth explanation of what Scrum is. I think a person with no prior knowledge would be able to understand what Scrum is with no problem. I think with the clear description you provided makes it perfectly easy to understand the problems and successes your group has had while using Scrum. I think your post could be improved if you specified what exactly in the production process has been going well due to Scrum.
I’m glad […]

/ Comments Off on Comment #3
Program: Graphics

Comment #3

Hi Teddy,
I really liked your in-depth explanation of what Scrum is. I think a person with no prior knowledge would be able to understand what Scrum is with no problem. I think with the clear description you provided makes it perfectly easy to understand the problems and successes your group has had while using Scrum. I think your post could be improved if you specified what exactly in the production process has been going well due to Scrum.
I’m glad […]

/ Comments Off on Comment #3
Program: Graphics

Comment #2

I started reading this post with no context, so I appreciate the background you gave in the start of the post. It clearly explains what your group is doing, and I think would even be understandable to someone who is not in the game design program. I understand the choice you made of removing the light altogether from Umibozo. I playtested many of the Umibozo games during the alpha playtesting session, and found that several of the game’s light mechanic […]

/ Comments Off on Comment #2
Program: Graphics

Comment #2

I started reading this post with no context, so I appreciate the background you gave in the start of the post. It clearly explains what your group is doing, and I think would even be understandable to someone who is not in the game design program. I understand the choice you made of removing the light altogether from Umibozo. I playtested many of the Umibozo games during the alpha playtesting session, and found that several of the game’s light mechanic […]

/ Comments Off on Comment #2
Program: Graphics

Comment #1

Hi Clara! I really enjoyed reading your blog post, it was well structured and easy to understand for someone who has no prior knowledge of your project. I liked the inclusion of images and animations too; the animation process was very clearly described and literally laid out in front of me. Your need to alter the colors of the jellyfish so it stands out from the background made sense to me and seemed like a reasonable choice to make. I […]

/ Comments Off on Comment #1
Program: Graphics

Comment #1

Hi Clara! I really enjoyed reading your blog post, it was well structured and easy to understand for someone who has no prior knowledge of your project. I liked the inclusion of images and animations too; the animation process was very clearly described and literally laid out in front of me. Your need to alter the colors of the jellyfish so it stands out from the background made sense to me and seemed like a reasonable choice to make. I […]

/ Comments Off on Comment #1
Program: Graphics

Blog Post #3 – Scrum

Scrum is a method of development in which certain portions of the work are divided into weekly packages called Sprints. Scrum also calls for daily standup meetings which are simply short meetings to go over the previous day.
I think the scrum method has been extremely helpful in the development of Behemoth. I have found it makes keeping track of everything that needs to be done very well and also prevents each member of the group from getting too bogged […]

/ Comments Off on Blog Post #3 – Scrum
Program: Graphics

Blog Post #3 – Scrum

Scrum is a method of development in which certain portions of the work are divided into weekly packages called Sprints. Scrum also calls for daily standup meetings which are simply short meetings to go over the previous day.
I think the scrum method has been extremely helpful in the development of Behemoth. I have found it makes keeping track of everything that needs to be done very well and also prevents each member of the group from getting too bogged […]

/ Comments Off on Blog Post #3 – Scrum
Program: Graphics

Blog Post #2: Damage Sounds

During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]

/ Comments Off on Blog Post #2: Damage Sounds
Program: Graphics

Blog Post #2: Damage Sounds

During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]

/ Comments Off on Blog Post #2: Damage Sounds
Program: Graphics

Blog Post #1

When we came up for the altered art style of Behemoth, which, unlike its concept document counterpart, is a mysterious world filled with crystalline monsters and ships, I wanted the sound to directly reflect that. While it’s been difficult to start creating sounds exactly how I want with my lack of experience in doing so, I have managed to create some interesting ones. The “Behemoth” (the player-controlled sentient war machine) has an almost whale-like vibe to it. I created some […]

/ Comments Off on Blog Post #1
Program: Graphics

Blog Post #1

When we came up for the altered art style of Behemoth, which, unlike its concept document counterpart, is a mysterious world filled with crystalline monsters and ships, I wanted the sound to directly reflect that. While it’s been difficult to start creating sounds exactly how I want with my lack of experience in doing so, I have managed to create some interesting ones. The “Behemoth” (the player-controlled sentient war machine) has an almost whale-like vibe to it. I created some […]

/ Comments Off on Blog Post #1
Program: Graphics