Author Archives: Carl Hvarfvenius Blomgren

About Carl Hvarfvenius Blomgren

2017 Game Design

6.1 Comment on another blog – Team B, Simon Ågren

Hello Simon, my name is Carl and I was the lead designer for Group T, and I’ll be the one commenting on your blog this time.
This was an intresting read, since I would say that I could relate to most of it and I would say you explain what you’ve learned pretty good. I can understand the feeling of not really finding your position in the group, since the most our job is basically being a QA, do simple documenting, […]

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Program: Game Design

6.1 Comment on another blog – Team B, Simon Ågren

Hello Simon, my name is Carl and I was the lead designer for Group T, and I’ll be the one commenting on your blog this time.
This was an intresting read, since I would say that I could relate to most of it and I would say you explain what you’ve learned pretty good. I can understand the feeling of not really finding your position in the group, since the most our job is basically being a QA, do simple documenting, […]

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Program: Game Design

6. How it all ended and what I’ve learned

Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out.
One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it […]

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Program: Game Design

6. How it all ended and what I’ve learned

Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out.
One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it […]

/ Comments Off on 6. How it all ended and what I’ve learned
Program: Game Design

5.1 Comment on another blog – Group A, David Åström

Hello there David, my name is Carl, I am the Lead Designer and Lead Sound of Group T, and I am the one reading and giving your blog some comments and feedback this time.
Very intresting way of using the feedback you recieved from the playtesting about the teleport ability. Before reading the text I sort of just took a shot in the dark, and assumed it would be a normal text explaining that the feedback made you guys change the […]

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Program: Game Design

5.1 Comment on another blog – Group A, David Åström

Hello there David, my name is Carl, I am the Lead Designer and Lead Sound of Group T, and I am the one reading and giving your blog some comments and feedback this time.
Very intresting way of using the feedback you recieved from the playtesting about the teleport ability. Before reading the text I sort of just took a shot in the dark, and assumed it would be a normal text explaining that the feedback made you guys change the […]

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Program: Game Design

5. Playtesting’s effect on game development

Hello there once again, my name is Carl and in this weeks blog post, I will be talking about the effect playtesting has had on my groups development of the game ”Depth”.
A simple description of playtesting is that it is a session where you, as a developer, present your game to a small ”audience” that is going to try out your game, and then after they have played your game, they will proceed to give you feedback. It can be […]

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Program: Game Design

5. Playtesting’s effect on game development

Hello there once again, my name is Carl and in this weeks blog post, I will be talking about the effect playtesting has had on my groups development of the game ”Depth”.
A simple description of playtesting is that it is a session where you, as a developer, present your game to a small ”audience” that is going to try out your game, and then after they have played your game, they will proceed to give you feedback. It can be […]

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Program: Game Design

4.1 Comment on another post: Team Z, Jesper Bergman

Hello there Jesper!
My name is Carl and I’m the Lead Designer and Sound for Group T. You’ve done a good job explaining your reasoning behind your work and the importance it has on the project. You thoroughly explain your ”philosophy” behind your level design and why you had/wanted to design the level in that particular way, and I got to say that I understand and agree with you when you say level design is something people underestimate. It plays a […]

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Program: Game Design

4.1 Comment on another post: Team Z, Jesper Bergman

Hello there Jesper!
My name is Carl and I’m the Lead Designer and Sound for Group T. You’ve done a good job explaining your reasoning behind your work and the importance it has on the project. You thoroughly explain your ”philosophy” behind your level design and why you had/wanted to design the level in that particular way, and I got to say that I understand and agree with you when you say level design is something people underestimate. It plays a […]

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Program: Game Design

4. Would you like some sounds with that shooting?

Hello once again, in this weeks blog post I will be talking about the tricks and methods I used when finding the sound effect for the submarine shooting. What is a sound effect? A sound effect is trying to recreate the feeling one would get when seeing the real object.
When it comes to my groups game, just going on the internet and searching shooting sound effect doesn’t really cut it. Since the game takes place underwater, a regular shooting sound […]

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Program: Game Design

4. Would you like some sounds with that shooting?

Hello once again, in this weeks blog post I will be talking about the tricks and methods I used when finding the sound effect for the submarine shooting. What is a sound effect? A sound effect is trying to recreate the feeling one would get when seeing the real object.
When it comes to my groups game, just going on the internet and searching shooting sound effect doesn’t really cut it. Since the game takes place underwater, a regular shooting sound […]

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Program: Game Design

3.1 Comment on another post: Team W, Hampus

Hi Hampus, this is Carl, the lead designer and sound for Team Troll. This post is very well written and it explains the issues your group has had before and how the scrum framework has made it easier for your group to come up with solutions for the issues. It’s nice to see that the communication of the team is working out fine and that the daily stand-up meetings shows its positive effect on the group. One thing I could […]

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Program: Game Design

3.1 Comment on another post: Team W, Hampus

Hi Hampus, this is Carl, the lead designer and sound for Team Troll. This post is very well written and it explains the issues your group has had before and how the scrum framework has made it easier for your group to come up with solutions for the issues. It’s nice to see that the communication of the team is working out fine and that the daily stand-up meetings shows its positive effect on the group. One thing I could […]

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Program: Game Design

2.1 Comment on another post

The design for this power up is very thought out and it’s really interesting to see the reasoning and research that went behind for all the concepts. You manage to explain the game your group chose in a very short but effective way, making it easier for the reader to understand what concept you’re working on. It’s clearly shown in the text that you’ve done your ”homework”, instead of just making a couple of power-ups that you thought would be […]

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Program: Game Design

2.1 Comment on another post

The design for this power up is very thought out and it’s really interesting to see the reasoning and research that went behind for all the concepts. You manage to explain the game your group chose in a very short but effective way, making it easier for the reader to understand what concept you’re working on. It’s clearly shown in the text that you’ve done your ”homework”, instead of just making a couple of power-ups that you thought would be […]

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Program: Game Design

3. The Effect of Scrum

In this weeks blog post, I’ll be talking about Scrum and how it has worked in my group. First of all, what is Scrum? A quick summary: Scrum is the practice that’s supposed to help group projects to workout as smooth as possible. It’s main reason is to help teams to work together and how to get a centralized and shared vision of a project. It helps the group with planning for each week (sprint). It also introduces the different roles […]

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Program: Game Design

3. The Effect of Scrum

In this weeks blog post, I’ll be talking about Scrum and how it has worked in my group. First of all, what is Scrum? A quick summary: Scrum is the practice that’s supposed to help group projects to workout as smooth as possible. It’s main reason is to help teams to work together and how to get a centralized and shared vision of a project. It helps the group with planning for each week (sprint). It also introduces the different roles […]

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Program: Game Design

2. Enemies from the deep sea

In this blog post, I’ll talk about the design and reasoning for the enemies in our game, Depth and why they replaced and differs from the ones found in the original concept.

First of all, in the original concept document for Depth, it was mentioned that the game had three enemies with the creative names of ”The Fish, The Other Fish and The Other Other Fish” and within this box you could see a fish (eel?), a fish with tentacles and […]

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Program: Game Design

2. Enemies from the deep sea

In this blog post, I’ll talk about the design and reasoning for the enemies in our game, Depth and why they replaced and differs from the ones found in the original concept.

First of all, in the original concept document for Depth, it was mentioned that the game had three enemies with the creative names of ”The Fish, The Other Fish and The Other Other Fish” and within this box you could see a fish (eel?), a fish with tentacles and […]

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Program: Game Design

1. The reasoning for the tutorial concept

My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when […]

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Program: Game Design

1. The reasoning for the tutorial concept

My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when […]

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Program: Game Design

Test1

The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing.

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Program: Game Design

Test1

The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing.

/ Comments Off on Test1
Program: Game Design