Author Archives: Gunnlaugur Arnarson

About Gunnlaugur Arnarson

2017 Graphics

Postmortem: Umibozu

The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]

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Program: Graphics

Postmortem: Umibozu

The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]

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Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

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Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

/ Comments Off on Playtests & Feedback
Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

/ Comments Off on Playtests & Feedback
Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

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Program: Graphics

The Mist of Umibozu

One of the defining visual features of Umibozu is the mist, so it was important to discover a way to create a visually compelling asset that would surround the player for majority of the gameplay.
Throughout the development of Umibozu, I have returned to the subject of animating the mist with unsatisfying results a couple of times up until this week.
There were a few requirements I set for the mist design before producing it:

Concealment: The mist acts as a layer of concealment […]

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Program: Graphics

The Mist of Umibozu

One of the defining visual features of Umibozu is the mist, so it was important to discover a way to create a visually compelling asset that would surround the player for majority of the gameplay.
Throughout the development of Umibozu, I have returned to the subject of animating the mist with unsatisfying results a couple of times up until this week.
There were a few requirements I set for the mist design before producing it:

Concealment: The mist acts as a layer of concealment […]

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Program: Graphics

Blog Critique

As part of Game Design 2: Game Production, we have to provide feedback and critique to blog posts by other students. This blog entry will be updated with links to each feedback and critique provided in comments on other students’ blogs.
1. Linn Mellström – Harpoon
https://limegamedevelopment.wordpress.com/2018/02/07/forsta-blogginlagget/#comment-3
It is clearly delivered what the assets being created are and why these assets belong in the game. The author made inquiry and research into harpoons before designing the asset. The information is valuable however […]

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Program: Graphics

Blog Critique

As part of Game Design 2: Game Production, we have to provide feedback and critique to blog posts by other students. This blog entry will be updated with links to each feedback and critique provided in comments on other students’ blogs.
1. Linn Mellström – Harpoon
https://limegamedevelopment.wordpress.com/2018/02/07/forsta-blogginlagget/#comment-3
It is clearly delivered what the assets being created are and why these assets belong in the game. The author made inquiry and research into harpoons before designing the asset. The information is valuable however […]

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Program: Graphics

Scrum and Its Effects on Development

It is my experience that Scrum is a great lightweight framework for iterative development but it also comes with certain conditions that greatly affect development.
I have had some experience with Scrum in the past inside of an office environment and as such can make some comparisons between how Scrum has affected development based on the circumstances in which it is used.
Source: https://www.visualstudio.com/learn/what-is-scrum/
Overall, Scrum is perhaps the most competent tool in which to have a cycle of iterative development. It allows a […]

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Program: Graphics

Scrum and Its Effects on Development

It is my experience that Scrum is a great lightweight framework for iterative development but it also comes with certain conditions that greatly affect development.
I have had some experience with Scrum in the past inside of an office environment and as such can make some comparisons between how Scrum has affected development based on the circumstances in which it is used.
Source: https://www.visualstudio.com/learn/what-is-scrum/
Overall, Scrum is perhaps the most competent tool in which to have a cycle of iterative development. It allows a […]

/ Comments Off on Scrum and Its Effects on Development
Program: Graphics

Animating the Squid

In reality, cephalopod attacks on humans or boats are rare, but for the purposes of Umibozu, a squid was one of the enemies in its original concept document. In our interpretation, the squid became an enemy that was would be distinguished as a slower moving type of enemy in the game. This had to be taken into consideration when creating the animation for the squid.
There were two types of animation cycles required for the squid to be implemented into the […]

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Program: Graphics

Animating the Squid

In reality, cephalopod attacks on humans or boats are rare, but for the purposes of Umibozu, a squid was one of the enemies in its original concept document. In our interpretation, the squid became an enemy that was would be distinguished as a slower moving type of enemy in the game. This had to be taken into consideration when creating the animation for the squid.
There were two types of animation cycles required for the squid to be implemented into the […]

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Program: Graphics

Music for a Mist-Shrouded Mystery

Umibozu is set in an undisclosed location in waters surrounding Japan, and part of the aesthetic goal is the idea of approaching something mysterious. While interpreting the game design and adapting to its development, our team decided to focus the entire experience towards the idea of presenting it as a mystery shoot ’em up game.
Music (and sound in general) plays a vital role in influencing emotion and immersion when it comes to any form of entertainment medium, be it games, […]

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Program: Graphics

Music for a Mist-Shrouded Mystery

Umibozu is set in an undisclosed location in waters surrounding Japan, and part of the aesthetic goal is the idea of approaching something mysterious. While interpreting the game design and adapting to its development, our team decided to focus the entire experience towards the idea of presenting it as a mystery shoot ’em up game.
Music (and sound in general) plays a vital role in influencing emotion and immersion when it comes to any form of entertainment medium, be it games, […]

/ Comments Off on Music for a Mist-Shrouded Mystery
Program: Graphics