Author Archives: Jesper Karbing
Entry #6: Wisdom, Knowledge and Teamwork
With the FINAL Presentation coming up this Thursday, it´s time for a retrospective view of what I have learned throughout this course. This is not just for the assignment itself, but I also believe it to be useful as a preparation for the upcoming Arcade Project, where we will essentially have to apply every single principle we have learned so far in order to succeed. Since we have already talked about Agile Scrum I will not go over it again. Let´s […]
Entry #6: Wisdom, Knowledge and Teamwork
With the FINAL Presentation coming up this Thursday, it´s time for a retrospective view of what I have learned throughout this course. This is not just for the assignment itself, but I also believe it to be useful as a preparation for the upcoming Arcade Project, where we will essentially have to apply every single principle we have learned so far in order to succeed. Since we have already talked about Agile Scrum I will not go over it again. Let´s […]
Entry #5: The Beauty of External Inputs
What´s good, my people. We have at this point all done our share of play-testing and had our games play-tested by others. I love these opportunities to get a look at other groups’ development strategies and ways of thinking/planning. It gives a unique and nuanced perspective on both design and production. There is truly a million ways to make a game. One of the most important thing to figure out is if your game fulfills your overarching aesthetic goal (heavy machinery […]
Entry #5: The Beauty of External Inputs
What´s good, my people. We have at this point all done our share of play-testing and had our games play-tested by others. I love these opportunities to get a look at other groups’ development strategies and ways of thinking/planning. It gives a unique and nuanced perspective on both design and production. There is truly a million ways to make a game. One of the most important thing to figure out is if your game fulfills your overarching aesthetic goal (heavy machinery […]
Project Earth-Shatter
I have always feared what losing/breaking hands and fingers would mean for me as a gamer. It´s hard to imagine.
Project Earth-Shatter is recruiting
We want to make a game with a physiologically inclusive alternative controller that can be played completely without hands or arms.
We are looking for Two Calculated Coders and One Devilishly Handsome Designer.
At the moment, we are three Artists and a competent captain at the helms as Project Manager.
Many are without groups still. If you know someone who needs […]
Project Earth-Shatter
I have always feared what losing/breaking hands and fingers would mean for me as a gamer. It´s hard to imagine.
Project Earth-Shatter is recruiting
We want to make a game with a physiologically inclusive alternative controller that can be played completely without hands or arms.
We are looking for Two Calculated Coders and One Devilishly Handsome Designer.
At the moment, we are three Artists and a competent captain at the helms as Project Manager.
Many are without groups still. If you know someone who needs […]
Entry #4: Creating the Spawner
Animation has turned out to be one of my favorite things to do. I am animating in pixel art which is, in some ways easier and in some ways harder than other formats of animation. With a limited ability to make exaggerated, accentuated movement, I must use the pixels I have with great care. On the other hand, the limited workspace also limits time consumption; there are only so many pixels to use, so a clear simplicity is preferred to subtle, […]
Entry #4: Creating the Spawner
Animation has turned out to be one of my favorite things to do. I am animating in pixel art which is, in some ways easier and in some ways harder than other formats of animation. With a limited ability to make exaggerated, accentuated movement, I must use the pixels I have with great care. On the other hand, the limited workspace also limits time consumption; there are only so many pixels to use, so a clear simplicity is preferred to subtle, […]
Teachers, Look This Way!
Since I have received ‘incomplete’ on the Student Portal for some reason, in this post, you will find my comments and their corresponding links
Post #1:
“Good to hear you´re feeling better now! It´s just that time of the year.
The harpoon looks fitting for the visual style of the game and the feeling. Not very dangerous-looking, but for this concept I think that´s the right way to go.
I think it´s clear what you did, and why, but […]
Teachers, Look This Way!
Since I have received ‘incomplete’ on the Student Portal for some reason, in this post, you will find my comments and their corresponding links
Post #1:
“Good to hear you´re feeling better now! It´s just that time of the year.
The harpoon looks fitting for the visual style of the game and the feeling. Not very dangerous-looking, but for this concept I think that´s the right way to go.
I think it´s clear what you did, and why, but […]
Entry 3: Sum of Scrum
Hello, and welcome to another week of blog posts! Today I have for you, dear reader—you guessed it—a blog post about Agile SCRUM work method. My name is Jesper Karbing, and I´ll be your post today.
I have some mixed feelings about Scrum thus far. It has been a big help with structuring and keeping track of your weekly work load and plan. My main concerns with Scrum are twofold:
Having it in Microsoft Excel. It just gets confusing sometimes when you […]
Entry 3: Sum of Scrum
Hello, and welcome to another week of blog posts! Today I have for you, dear reader—you guessed it—a blog post about Agile SCRUM work method. My name is Jesper Karbing, and I´ll be your post today.
I have some mixed feelings about Scrum thus far. It has been a big help with structuring and keeping track of your weekly work load and plan. My main concerns with Scrum are twofold:
Having it in Microsoft Excel. It just gets confusing sometimes when you […]
Entry 2: The Background
Thank you for your review last week, black Jesus! This will be a very image-dense entry for you to enjoy.
This was an imposing challenge for me. I have no experience creating landscapes or anything larger than characters, really. I began by drawing out roads to create a kind of grid that I can build on. I had issues at first understanding what exactly we wanted for the game, but after a few attempts I received clear instructions and references from […]
Entry 2: The Background
Thank you for your review last week, black Jesus! This will be a very image-dense entry for you to enjoy.
This was an imposing challenge for me. I have no experience creating landscapes or anything larger than characters, really. I began by drawing out roads to create a kind of grid that I can build on. I had issues at first understanding what exactly we wanted for the game, but after a few attempts I received clear instructions and references from […]
Entry 1: Basic Enemies
My name is Jesper Karbing and I´m a graphics minor working as an artist in Group Jabberwock. I´m also Lead Sound. We are doing pixel art for our game concept, Behemoth, which is something I have never done before. The main aesthetic goal of the game is to make the player feel big and slow, like controlling heavy machinery. It is in regards to this that I design the enemy types that are encountered.
I will focus on telling the player through the […]
Entry 1: Basic Enemies
My name is Jesper Karbing and I´m a graphics minor working as an artist in Group Jabberwock. I´m also Lead Sound. We are doing pixel art for our game concept, Behemoth, which is something I have never done before. The main aesthetic goal of the game is to make the player feel big and slow, like controlling heavy machinery. It is in regards to this that I design the enemy types that are encountered.
I will focus on telling the player through the […]