Author Archives: jesper bergman
Blog comment 6
Hello there Tomas!
My name is Jesper and I’m the Lead Designer and Sound for Group Z. You clearly explain what has been done during the last playtest and showing a graph of what players thought of your game helps a lot. You explained problems you had with the finished game, such as the players didn’t really understand why they died. You write about the things that went well and the things that were bad which gives me a good understanding […]
Blog comment 6
Hello there Tomas!
My name is Jesper and I’m the Lead Designer and Sound for Group Z. You clearly explain what has been done during the last playtest and showing a graph of what players thought of your game helps a lot. You explained problems you had with the finished game, such as the players didn’t really understand why they died. You write about the things that went well and the things that were bad which gives me a good understanding […]
Blog Post 6 – Postmortem
The game is finally done! After 10 weeks of work we have created our first game as a group. To start this off I want to talk about why we chose to create a game based of the umibozu concept document. I really liked the aesthetic goal of umibozu. Mystery and excitement is very interesting. Our group felt like this was the concept that we could build upon. Our artists liked the style, the programming would not be too hard, […]
Blog Post 6 – Postmortem
The game is finally done! After 10 weeks of work we have created our first game as a group. To start this off I want to talk about why we chose to create a game based of the umibozu concept document. I really liked the aesthetic goal of umibozu. Mystery and excitement is very interesting. Our group felt like this was the concept that we could build upon. Our artists liked the style, the programming would not be too hard, […]
Blog Comment 5
Hello there Hampus!
My name is Jesper and I’m the Lead Designer and Sound for Group Z. You’ve done a good job explaining why playtesting is a vital part of game development and how you used playtesting to change your game. I like that You explain the fact that the development group can get used to the game. This makes it very hard to make objective decisions. I have had a lot of problems with that when I was building my […]
Blog Comment 5
Hello there Hampus!
My name is Jesper and I’m the Lead Designer and Sound for Group Z. You’ve done a good job explaining why playtesting is a vital part of game development and how you used playtesting to change your game. I like that You explain the fact that the development group can get used to the game. This makes it very hard to make objective decisions. I have had a lot of problems with that when I was building my […]
Blog Post 5 – Playtesting
Playtesting is often an extremely important part in game development and many huge changes can be made to games after playtesting. Some ideas may seem good on paper but when you try them out in the game they suddenly don’t fit at all. Some games have been completely changed based on playtesting alone.
Playtesting for our group was nothing like this. We have been behind schedule for both playtesting sessions and this made it hard to get good and valuable feedback. […]
Blog Post 5 – Playtesting
Playtesting is often an extremely important part in game development and many huge changes can be made to games after playtesting. Some ideas may seem good on paper but when you try them out in the game they suddenly don’t fit at all. Some games have been completely changed based on playtesting alone.
Playtesting for our group was nothing like this. We have been behind schedule for both playtesting sessions and this made it hard to get good and valuable feedback. […]
Blog Comment 4
Hello there Maya!
My name is Jesper and I’m the Lead Designer and Sound for Group Z. You’ve done a good job explaining your reasoning behind your design. You thoroughly explain the reason behind your decisions and I think its very good that the player gets a good learning curve before they face the boss.
I would really like it if you explained why the adventure part was a big problem. You mention it, but you never explain the reason behind it. […]
Blog Comment 4
Hello there Maya!
My name is Jesper and I’m the Lead Designer and Sound for Group Z. You’ve done a good job explaining your reasoning behind your design. You thoroughly explain the reason behind your decisions and I think its very good that the player gets a good learning curve before they face the boss.
I would really like it if you explained why the adventure part was a big problem. You mention it, but you never explain the reason behind it. […]
Blog Post 4 – Level design
Level design is one of the things many people greatly underestimate. Great level design often goes under the radar since most of the time you don’t notice when its good, you only notice when its bad. Creating a level that would do our game justice was my main focus this week.
We are creating a game from the umibozu concept document and our game has a big focus on exploration. When exploration is a big part of the game, the level […]
Blog Post 4 – Level design
Level design is one of the things many people greatly underestimate. Great level design often goes under the radar since most of the time you don’t notice when its good, you only notice when its bad. Creating a level that would do our game justice was my main focus this week.
We are creating a game from the umibozu concept document and our game has a big focus on exploration. When exploration is a big part of the game, the level […]
Blog comment 3
If I understood everything correct, your group is not working with scrum. You explain why you do not work with scrum but you don’t really explain how you are working. It would be very interesting to know how you guys are working instead. Do you still use the product backlog? Do you have sprint meetings? I would like to know more about how you are handling the project management. How has working like this worked for your group?
I fully understand […]
Blog comment 3
If I understood everything correct, your group is not working with scrum. You explain why you do not work with scrum but you don’t really explain how you are working. It would be very interesting to know how you guys are working instead. Do you still use the product backlog? Do you have sprint meetings? I would like to know more about how you are handling the project management. How has working like this worked for your group?
I fully understand […]
Blog Comment 2
Hello! I like that you decided to design a level instead of having everything random. I think good level design is very important in games like this. I would argue that having the player learn mechanics the hard way might not be optimal for this game but then again, I do not know the difficulty curve or how much the player gets punished, so I cannot say much about it. I would recommend you pick up a drawing software such […]
Blog Comment 2
Hello! I like that you decided to design a level instead of having everything random. I think good level design is very important in games like this. I would argue that having the player learn mechanics the hard way might not be optimal for this game but then again, I do not know the difficulty curve or how much the player gets punished, so I cannot say much about it. I would recommend you pick up a drawing software such […]
Blog Comment 1
User Stories are very hard to sell sometimes. I really like that you work with the User Stories each week to remind the group that they exist, so your team does not forget about them. This could make your group read them more and understand why User Stories are useful. If your team see how they can be used in a useful way they might appreciate them more in the future. It would also be very interesting to know if […]
Blog Comment 1
User Stories are very hard to sell sometimes. I really like that you work with the User Stories each week to remind the group that they exist, so your team does not forget about them. This could make your group read them more and understand why User Stories are useful. If your team see how they can be used in a useful way they might appreciate them more in the future. It would also be very interesting to know if […]
Blog post 3 – Scrum
It is important to have control over all the work when you develop games. It is easy to forget things or put work in the wrong places. That’s where scrum come in. Scrum is a framework for managing work. Within scrum there is something called sprints. These sprints are tasks that need to be completed within a certain time. Our group had one sprint every week. We had sprint planning on Monday and sprint reviews on Fridays.
On Mondays we would […]
Blog post 3 – Scrum
It is important to have control over all the work when you develop games. It is easy to forget things or put work in the wrong places. That’s where scrum come in. Scrum is a framework for managing work. Within scrum there is something called sprints. These sprints are tasks that need to be completed within a certain time. Our group had one sprint every week. We had sprint planning on Monday and sprint reviews on Fridays.
On Mondays we would […]
Blog Post 2 – Movement
Hello! Time for another blog post. In this post I will talk about player movement in our game. The player controls the movement with the WASD buttons. W and S are for thrust, D and A are for rotation. The player is a boat and the player can traverse the level any direction. These are the two most important things when it comes to the player movement in our game. The problem that I currently have is that the movement […]
Blog Post 2 – Movement
Hello! Time for another blog post. In this post I will talk about player movement in our game. The player controls the movement with the WASD buttons. W and S are for thrust, D and A are for rotation. The player is a boat and the player can traverse the level any direction. These are the two most important things when it comes to the player movement in our game. The problem that I currently have is that the movement […]
Blog post 1 – The Mist
Hello! My name is Jesper Bergman and I am the lead designer for group Zombie.
The concept document we chose to create our game from was Umibozu. A big part of umibozu is the mist, the mist is used for both gameplay and visuals. The mist is used to cover things and bring a sense of mystery to the player. The player would be able to see through the mist with a flashlight. This mist has caused our group a big […]
Blog post 1 – The Mist
Hello! My name is Jesper Bergman and I am the lead designer for group Zombie.
The concept document we chose to create our game from was Umibozu. A big part of umibozu is the mist, the mist is used for both gameplay and visuals. The mist is used to cover things and bring a sense of mystery to the player. The player would be able to see through the mist with a flashlight. This mist has caused our group a big […]