Author Archives: Clara Cox
Game Design Final Week – Post Mortem
We are finally here. Our first digital game project has been completed, and I think this has been a good learning experience for all groups in some way or another. I must say that I had the luck of getting a very well functioning group for this course, all members worked well together and we had lots of fun.
So what was the game idea and what was the end result? What went right, wrong, and what is there to be […]
Game Design Final Week – Post Mortem
We are finally here. Our first digital game project has been completed, and I think this has been a good learning experience for all groups in some way or another. I must say that I had the luck of getting a very well functioning group for this course, all members worked well together and we had lots of fun.
So what was the game idea and what was the end result? What went right, wrong, and what is there to be […]
Game Design Week 7 – Player Feedback
During our development process of Depth, two play testing sessions have been organized for all students partaking in the course, the first one was held after the alpha deadline, and the second one after the beta deadline. The purpose of these sessions was to provide a space for us novice game developers to see our games in action in the hands of a larger crowd. In advance, groups usually prepare questionnaires for testers to fill out to evaluate certain aspects of […]
Game Design Week 7 – Player Feedback
During our development process of Depth, two play testing sessions have been organized for all students partaking in the course, the first one was held after the alpha deadline, and the second one after the beta deadline. The purpose of these sessions was to provide a space for us novice game developers to see our games in action in the hands of a larger crowd. In advance, groups usually prepare questionnaires for testers to fill out to evaluate certain aspects of […]
Game Design Week 6 – Making Stones.
Well, here goes. My first blog post about stones, the world’s most interesting topic. Fortunately I do not have to write about real life stones, but rather my process in drawing stones for Depth’s in-game environment. Hopefully this will prove a bit more entertaining to read about.
So our look for the game is kind of simple, but I still wanted them to be realistic looking and not pop out. The colour scheme followed a grey scale, going from light grey […]
Game Design Week 6 – Making Stones.
Well, here goes. My first blog post about stones, the world’s most interesting topic. Fortunately I do not have to write about real life stones, but rather my process in drawing stones for Depth’s in-game environment. Hopefully this will prove a bit more entertaining to read about.
So our look for the game is kind of simple, but I still wanted them to be realistic looking and not pop out. The colour scheme followed a grey scale, going from light grey […]
Comments on other students’ blogs
Comment number 1, made on Benjamin’s blog: https://squigglezone.wordpress.com/2018/02/08/pixel-art-and-pre-production/
Hi Benjamin! (A bit late comment here, but I have some thoughts on your post.)
Very interesting post you’ve written. It’s always fun to read up on the different ways groups work and plan out their process. It seems that your group had a very clear vision of what you wanted to create together; that is super useful and enables faster workflow. Your structure in this post is great, very easy to follow […]
Comments on other students’ blogs
Comment number 1, made on Benjamin’s blog: https://squigglezone.wordpress.com/2018/02/08/pixel-art-and-pre-production/
Hi Benjamin! (A bit late comment here, but I have some thoughts on your post.)
Very interesting post you’ve written. It’s always fun to read up on the different ways groups work and plan out their process. It seems that your group had a very clear vision of what you wanted to create together; that is super useful and enables faster workflow. Your structure in this post is great, very easy to follow […]
Game Design Week 8 – Thoughts on the Scrum Process
We are fast approaching the Beta checkpoint in this Game design course. The snow still lies heavy outside, enforcing the feeling of harsh winter. For many, the longer something drags out, be that a season or a project, motivation and positivity can begin to dwindle.
In the group I am a part of this has begun to show somewhat, not that we were a perfect bunch from the start, but I think we are getting weary. What has helped us stay […]
Game Design Week 8 – Thoughts on the Scrum Process
We are fast approaching the Beta checkpoint in this Game design course. The snow still lies heavy outside, enforcing the feeling of harsh winter. For many, the longer something drags out, be that a season or a project, motivation and positivity can begin to dwindle.
In the group I am a part of this has begun to show somewhat, not that we were a perfect bunch from the start, but I think we are getting weary. What has helped us stay […]
Game Design Week 5 – Thoughts on the Scrum Process
We are fast approaching the Beta checkpoint in this Game design course. The snow still lies heavy outside, enforcing the feeling of harsh winter. For many, the longer something drags out, be that a season or a project, motivation and positivity can begin to dwindle.
In the group I am a part of this has begun to show somewhat, not that we were a perfect bunch from the start, but I think we are getting weary. What has helped us stay […]
Game Design Week 5 – Thoughts on the Scrum Process
We are fast approaching the Beta checkpoint in this Game design course. The snow still lies heavy outside, enforcing the feeling of harsh winter. For many, the longer something drags out, be that a season or a project, motivation and positivity can begin to dwindle.
In the group I am a part of this has begun to show somewhat, not that we were a perfect bunch from the start, but I think we are getting weary. What has helped us stay […]
Game Design Week 7 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 7 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 4 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 4 – The Making of a Large Monster
I’ve been working on several things during these past weeks, but not all of them are so interesting to read about. So, one of the most fun task I’ve undertaken was to create and draw the large enemy fish that is chasing the player for the duration of the game play. For two sprints I – among other things – made a concept illustration, changed and refined that design, and tuned the colours.
In the planning stage, I made some quick […]
Game Design Week 3 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 3 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 6 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]
Game Design Week 6 – The Making of a Jellyfish
For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]