Author Archives: Edin Karakurt

About Edin Karakurt

2017 Game Design

Blog Comment #6

Hello!
So as a beginning statement, I would like to start by saying that the artifact which is the postmortem has been clearly stated throughout the blog. I also find it interesting to see the things that you consider disappointing about the game getting investigated and even showcasing parts where problems arising from other minors of the group is good criticism. Showcasing that you have learned from your mistakes and won’t be letting to happen again shows your motivation for the […]

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Program: Game Design

Blog Comment #6

Hello!
So as a beginning statement, I would like to start by saying that the artifact which is the postmortem has been clearly stated throughout the blog. I also find it interesting to see the things that you consider disappointing about the game getting investigated and even showcasing parts where problems arising from other minors of the group is good criticism. Showcasing that you have learned from your mistakes and won’t be letting to happen again shows your motivation for the […]

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Program: Game Design

Blog Comment #5

Hello!
Firstly the artifact which is the playtesting was mostly stated but I feel like you didn’t have the need to add the Alpha presentation to the conversation as it just isn’t correlated to the theme. Whilst the process of playtesting is being told, I also feel it didn’t have a need to be stated where instead of it’s place more writing about the effects of play testing could have been available.
Other than that the process of understanding the faults thus […]

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Program: Game Design

Blog Comment #5

Hello!
Firstly the artifact which is the playtesting was mostly stated but I feel like you didn’t have the need to add the Alpha presentation to the conversation as it just isn’t correlated to the theme. Whilst the process of playtesting is being told, I also feel it didn’t have a need to be stated where instead of it’s place more writing about the effects of play testing could have been available.
Other than that the process of understanding the faults thus […]

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Program: Game Design

Blog Comment #4

Hello!
I would like to start with your structure being quite simple and understandable by any reader and clearly concentrates on the artifact which is the tutorial design. The process behind designing the tutorial is told in a way where motivation are included which is that players have a hard time understanding essential gameplay mechanics and tutorials. I would agree on this as the game you’re making Behemoth had the difficulty of multitasking, thus making it quite hard to understand for […]

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Program: Game Design

Blog Comment #4

Hello!
I would like to start with your structure being quite simple and understandable by any reader and clearly concentrates on the artifact which is the tutorial design. The process behind designing the tutorial is told in a way where motivation are included which is that players have a hard time understanding essential gameplay mechanics and tutorials. I would agree on this as the game you’re making Behemoth had the difficulty of multitasking, thus making it quite hard to understand for […]

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Program: Game Design

Blog Comment #3

Hello!
Firstly I would like to start with the comment of that your blog is clearly organized, well written and clearly investigates the viewed artifact which is the Scrum. This is seen with your 2nd paragraph focusing on a general aspects of Scrum whilst your 3rd paragraph clearly focusing on the sprint planning. By focusing on the sprint planning aspect you have achieved a better showcase of the process of the plan between the group. The motivation is clearly stated as […]

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Program: Game Design

Blog Comment #3

Hello!
Firstly I would like to start with the comment of that your blog is clearly organized, well written and clearly investigates the viewed artifact which is the Scrum. This is seen with your 2nd paragraph focusing on a general aspects of Scrum whilst your 3rd paragraph clearly focusing on the sprint planning. By focusing on the sprint planning aspect you have achieved a better showcase of the process of the plan between the group. The motivation is clearly stated as […]

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Program: Game Design

Blog Comment #2

Hello!
I would like to begin with the comment that I believe that you have successfully investigated your artifact on your blog by showcasing your entire process. The connections you made between the animations and the “Sky Ray” creature such as the tail problem where it didn’t feel right. The process of production is shown from the beginning to the end with visual intensity which helps the reader relate to it much better. Thoughts and failures are also showcased which makes […]

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Program: Game Design

Blog Comment #2

Hello!
I would like to begin with the comment that I believe that you have successfully investigated your artifact on your blog by showcasing your entire process. The connections you made between the animations and the “Sky Ray” creature such as the tail problem where it didn’t feel right. The process of production is shown from the beginning to the end with visual intensity which helps the reader relate to it much better. Thoughts and failures are also showcased which makes […]

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Program: Game Design

Blog Comment #1

Hello!
So firstly I would like to start with the comment of that you have clearly stated and described your chosen artifact in a detailed manner. I would like to also add that focusing on something as simple as a line, yet showcasing that it isn’t as simple as it looks like, makes the investigation of the artifact much more interesting. While the production process description of the artifact doesn’t feel that detailed, which is understandable as there isn’t too much […]

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Program: Game Design

Blog Comment #1

Hello!
So firstly I would like to start with the comment of that you have clearly stated and described your chosen artifact in a detailed manner. I would like to also add that focusing on something as simple as a line, yet showcasing that it isn’t as simple as it looks like, makes the investigation of the artifact much more interesting. While the production process description of the artifact doesn’t feel that detailed, which is understandable as there isn’t too much […]

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Program: Game Design

Game Design Blog #6

In this blog I shall be talking about my conclusion about this project and in which way it helped learn and develop. Firstly I would like to start with the aspect of working together with a group on a game and succeeding in doing something is quite something incredible. Thus I have learned so much in managing, deadlines and work psychology within my groups dynamics. The flow between the group members has been great as communication, motivation and willing to […]

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Program: Game Design

Game Design Blog #6

In this blog I shall be talking about my conclusion about this project and in which way it helped learn and develop. Firstly I would like to start with the aspect of working together with a group on a game and succeeding in doing something is quite something incredible. Thus I have learned so much in managing, deadlines and work psychology within my groups dynamics. The flow between the group members has been great as communication, motivation and willing to […]

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Program: Game Design

Game Design Blog #5

In this blog, I will be talking about how playtesting sessions have affected the development of our game. In the first playtest made for our game to be played by random people from our programs. It was observed that people after a shoot-em up game were kind of not satisfied with our main playable ship, is a slow moving(including slow turns) entity and even with a slow harpoon turret with a slower flashlight. But our reasoning behind this was to […]

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Program: Game Design

Game Design Blog #5

In this blog, I will be talking about how playtesting sessions have affected the development of our game. In the first playtest made for our game to be played by random people from our programs. It was observed that people after a shoot-em up game were kind of not satisfied with our main playable ship, is a slow moving(including slow turns) entity and even with a slow harpoon turret with a slower flashlight. But our reasoning behind this was to […]

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Program: Game Design

Game Design Blog #4

In this blog, I shall be talking about how I managed to create the Menu beginning and tutorial hints. So firstly I would like to start with the fact that our brainstorming around the idea of the menu with the group ended up going towards a route where the menu isn’t a scene but instead, it is integrated within the game. The reasoning behind this was to make the player not wait for scenes to load, but rather just letting […]

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Program: Game Design

Game Design Blog #4

In this blog, I shall be talking about how I managed to create the Menu beginning and tutorial hints. So firstly I would like to start with the fact that our brainstorming around the idea of the menu with the group ended up going towards a route where the menu isn’t a scene but instead, it is integrated within the game. The reasoning behind this was to make the player not wait for scenes to load, but rather just letting […]

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Program: Game Design

Game Design Blog #3

This week I’ll will be going over the managing tool we call “Scrum” and how it affected our development. I believe the usage of scrum has helped us tremendously in coordinating what we were supposed to do in sprint planning weeks. It has helped us organize our development by breaking it into parts in every level. This levels containing what every minor is going to do, what will be done before alpha and who will check the progress of that […]

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Program: Game Design

Game Design Blog #3

This week I’ll will be going over the managing tool we call “Scrum” and how it affected our development. I believe the usage of scrum has helped us tremendously in coordinating what we were supposed to do in sprint planning weeks. It has helped us organize our development by breaking it into parts in every level. This levels containing what every minor is going to do, what will be done before alpha and who will check the progress of that […]

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Program: Game Design

Game Design Blog #2

For two weeks I have worked on the full implementation of the pick-up powerup called the flare. A powerup in any videogame is there to make the player feel powerful while also trying to ease them out from a serious situation. The reason our group chose this kind of a powerup is caused by the similarities it has with the flashlight mechanic which essentially is a light that when held upon a blurry sprite, reveals what the actual sprite holds […]

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Program: Game Design

Game Design Blog #2

For two weeks I have worked on the full implementation of the pick-up powerup called the flare. A powerup in any videogame is there to make the player feel powerful while also trying to ease them out from a serious situation. The reason our group chose this kind of a powerup is caused by the similarities it has with the flashlight mechanic which essentially is a light that when held upon a blurry sprite, reveals what the actual sprite holds […]

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Program: Game Design

Game Design Blog #1

This weeks sprint planning for me included the enemy spawn mechanic change and the flare pick-up mechanics. The change of the spawn of the enemies was bound to happen as my older static and preplaced spawn system was criticized by the project manager and the lead programmer to being too predictable, thus making me change the old spawner this week into a random spawner which makes the game less predictable. As one of the most important aesthetic goals of the […]

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Program: Game Design

Game Design Blog #1

This weeks sprint planning for me included the enemy spawn mechanic change and the flare pick-up mechanics. The change of the spawn of the enemies was bound to happen as my older static and preplaced spawn system was criticized by the project manager and the lead programmer to being too predictable, thus making me change the old spawner this week into a random spawner which makes the game less predictable. As one of the most important aesthetic goals of the […]

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Program: Game Design