Author Archives: Josefine Ringstad

About Josefine Ringstad

2017 Graphics

Post mortem

So, The Umibozu, the 2D Edo Japan inspired mystery game done and the first game production at an end, and a lot has been learned.

Team Logo
Learning to work within a group were most have different disciplines has been incredibly useful and a very valuable skill to learn, not that I have completely learned it still, since i believe there could have been more use with me communicating with the programmers, and also learning the basics of programming in order […]

/ Comments Off on Post mortem
Program: Graphics

Post mortem

So, The Umibozu, the 2D Edo Japan inspired mystery game done and the first game production at an end, and a lot has been learned.

Team Logo
Learning to work within a group were most have different disciplines has been incredibly useful and a very valuable skill to learn, not that I have completely learned it still, since i believe there could have been more use with me communicating with the programmers, and also learning the basics of programming in order […]

/ Comments Off on Post mortem
Program: Graphics

Feedback 6

Feedback on: https://hampusbgame.wordpress.com/2018/03/20/umibozu-post-mortem/
Hey Hampus!
Nice read, you seem to get a grip on both the production as a whole, the teams and your individual work. Was wondering what the dominant strategy actually was but writing that might spoil the game. It’s nice that you don’t just see the flaws in the design, but actually talk about how you could have mitigated them using prototyping and playtesting. It’s well written and brings up what seems like most of the game […]

/ Comments Off on Feedback 6
Program: Graphics

Feedback 6

Feedback on: https://hampusbgame.wordpress.com/2018/03/20/umibozu-post-mortem/
Hey Hampus!
Nice read, you seem to get a grip on both the production as a whole, the teams and your individual work. Was wondering what the dominant strategy actually was but writing that might spoil the game. It’s nice that you don’t just see the flaws in the design, but actually talk about how you could have mitigated them using prototyping and playtesting. It’s well written and brings up what seems like most of the game […]

/ Comments Off on Feedback 6
Program: Graphics

Feedback 5

Feedback on https://limegamedevelopment.wordpress.com/2018/07/26/playtesting/
Hey Linn! I really like how you take a collaborative approach to the playtesting, and use them, not only as a way to gain information on your own game but to see how others are doing and exchange ideas as well. You also speak on changes made in relation to the time you guys still had to work on your game after the feedback, and it seems to me like you used your feedback well but […]

/ Comments Off on Feedback 5
Program: Graphics

Feedback 5

Feedback on https://limegamedevelopment.wordpress.com/2018/07/26/playtesting/
Hey Linn! I really like how you take a collaborative approach to the playtesting, and use them, not only as a way to gain information on your own game but to see how others are doing and exchange ideas as well. You also speak on changes made in relation to the time you guys still had to work on your game after the feedback, and it seems to me like you used your feedback well but […]

/ Comments Off on Feedback 5
Program: Graphics

Playtesting and development changes

The playtest went fairly well for our group. Despite of that, in the first 40 minutes of the playtest our game broke, and our programmer was sick- but was made functioning again by or game designer, this meant that we lost some playtest time and did not get as many results as we could have. We did get a lot of useful information from them though, that changed a lot of aspects in the game. For example, a lot of […]

/ Comments Off on Playtesting and development changes
Program: Graphics

Playtesting and development changes

The playtest went fairly well for our group. Despite of that, in the first 40 minutes of the playtest our game broke, and our programmer was sick- but was made functioning again by or game designer, this meant that we lost some playtest time and did not get as many results as we could have. We did get a lot of useful information from them though, that changed a lot of aspects in the game. For example, a lot of […]

/ Comments Off on Playtesting and development changes
Program: Graphics

Feedback 4

Feedback on: https://gd2developmentas.wordpress.com/2018/03/01/blog-4/
I really like that you explain that, instead of just scaling up a squid you instead researched similar real life animals to base your enemy on – think that does show up in the final design and gives it a more grounded feeling. Something I was wondering about was on the subject of you choosing to do more squash and stretch in this enemy than the one before, of course the structure of a squid  does […]

/ Comments Off on Feedback 4
Program: Graphics

Feedback 4

Feedback on: https://gd2developmentas.wordpress.com/2018/03/01/blog-4/
I really like that you explain that, instead of just scaling up a squid you instead researched similar real life animals to base your enemy on – think that does show up in the final design and gives it a more grounded feeling. Something I was wondering about was on the subject of you choosing to do more squash and stretch in this enemy than the one before, of course the structure of a squid  does […]

/ Comments Off on Feedback 4
Program: Graphics

Power up- Cormorant

For the power up, we decided to create a bird called a cormorant, with one full animation to it.
As for the cormorant animation, I would argue that I failed. The bird fits the aesthetic of the game graphics-vise, and the animation, although it is a little bit too non-exaggerated (I would have liked to give it two or three more frames of animation for when the wings are in it´s nethermost position to truly make it look like it´s completing […]

/ Comments Off on Power up- Cormorant
Program: Graphics

Power up- Cormorant

For the power up, we decided to create a bird called a cormorant, with one full animation to it.
As for the cormorant animation, I would argue that I failed. The bird fits the aesthetic of the game graphics-vise, and the animation, although it is a little bit too non-exaggerated (I would have liked to give it two or three more frames of animation for when the wings are in it´s nethermost position to truly make it look like it´s completing […]

/ Comments Off on Power up- Cormorant
Program: Graphics

Feedback 3

Feedback on: https://limegamedevelopment.wordpress.com/2018/02/15/crates/comment-page-1/#comment-16
Nice execution, all design decisions are explained and justified. Would be nice to see the original design to see how much of it has changed. I would have liked to know if different crates have different purposes, and if the different ones that are assigned for power ups, healths etc – and if their purposes where taken into consideration when designing the shapes and silhouettes of the barrels.
Would be nice to see the barrels implemented […]

/ Comments Off on Feedback 3
Program: Graphics

Feedback 3

Feedback on: https://limegamedevelopment.wordpress.com/2018/02/15/crates/comment-page-1/#comment-16
Nice execution, all design decisions are explained and justified. Would be nice to see the original design to see how much of it has changed. I would have liked to know if different crates have different purposes, and if the different ones that are assigned for power ups, healths etc – and if their purposes where taken into consideration when designing the shapes and silhouettes of the barrels.
Would be nice to see the barrels implemented […]

/ Comments Off on Feedback 3
Program: Graphics

Scrum and how it has affected Umibozu game and my own development

Scrum, simply described is the idea of making a list of what needs to be done (product backlog),, have teammates pick their tasks from this list (sprint planning and sprint backlog) and then perform them during a period of time called a sprint, the time of that sprint can vary, but is usually longer than a week, but a week is what we have been working with (and has been working well, I would say). At the end of this […]

/ Comments Off on Scrum and how it has affected Umibozu game and my own development
Program: Graphics

Scrum and how it has affected Umibozu game and my own development

Scrum, simply described is the idea of making a list of what needs to be done (product backlog),, have teammates pick their tasks from this list (sprint planning and sprint backlog) and then perform them during a period of time called a sprint, the time of that sprint can vary, but is usually longer than a week, but a week is what we have been working with (and has been working well, I would say). At the end of this […]

/ Comments Off on Scrum and how it has affected Umibozu game and my own development
Program: Graphics

Feedback 2

Feedback on: https://gd2developmentas.wordpress.com/2018/02/15/blog2/comment-page-1/#comment-6
Nice boat!
I like that you and you group seem to be dedicated to keep the game and it´s assets anchored in reality, and you focus a lot on not wanting to have anachronism and such in the game. You explain your aesthetic goal of the boat clearly and you execute that aesthetic well in regards to the boat. You explain the aspects of the boat and show them well, such as the more industrialised version and the lamps for […]

/ Comments Off on Feedback 2
Program: Graphics

Feedback 2

Feedback on: https://gd2developmentas.wordpress.com/2018/02/15/blog2/comment-page-1/#comment-6
Nice boat!
I like that you and you group seem to be dedicated to keep the game and it´s assets anchored in reality, and you focus a lot on not wanting to have anachronism and such in the game. You explain your aesthetic goal of the boat clearly and you execute that aesthetic well in regards to the boat. You explain the aspects of the boat and show them well, such as the more industrialised version and the lamps for […]

/ Comments Off on Feedback 2
Program: Graphics

Health and Oil packages

The original placeholders and the idea to first have in the game as assets where barrels, that would fit the nautical setting and aesthetic, and to have these barrels color coded with details of blue and red to correlate with the two bars for health and oil on the GUI. This idea changed rapidly, since we decided the barrels would look too alike to each other and too hard to spot. Instead they were given a bit different shapes to […]

/ Comments Off on Health and Oil packages
Program: Graphics

Health and Oil packages

The original placeholders and the idea to first have in the game as assets where barrels, that would fit the nautical setting and aesthetic, and to have these barrels color coded with details of blue and red to correlate with the two bars for health and oil on the GUI. This idea changed rapidly, since we decided the barrels would look too alike to each other and too hard to spot. Instead they were given a bit different shapes to […]

/ Comments Off on Health and Oil packages
Program: Graphics

Feedback 1

Feedback on: https://limegamedevelopment.wordpress.com/2018/02/07/forsta-blogginlagget/
Nice harpoon and canon! Thematically they fit very well together, and the general aesthetic is coherent. Would have liked it if you talked a little bit about the colour theory and colour decisions for the game, right now it seems like the harpoon is a neutral grey while the canon is a warmer grey, the canon also has rust spots, and I wonder if there is a thought behind not giving the harpoon these rust spots and the same […]

/ Comments Off on Feedback 1
Program: Graphics

Feedback 1

Feedback on: https://limegamedevelopment.wordpress.com/2018/02/07/forsta-blogginlagget/
Nice harpoon and canon! Thematically they fit very well together, and the general aesthetic is coherent. Would have liked it if you talked a little bit about the colour theory and colour decisions for the game, right now it seems like the harpoon is a neutral grey while the canon is a warmer grey, the canon also has rust spots, and I wonder if there is a thought behind not giving the harpoon these rust spots and the same […]

/ Comments Off on Feedback 1
Program: Graphics

Enemy design – Fish

The design for the enemy fish was made mainly by focusing on keeping the aesthetic of old japaneese mythological creatures in mind – and how these where portrayed in paintings from feudal Japan. This was something i focused on implementing mainly in the face of the creature, that has a lot of similarities to these. Furthermore, the design had to look like an emeny, and like it could deal a moderate amount of damage and move fairly fast. This was […]

/ Comments Off on Enemy design – Fish
Program: Graphics

Enemy design – Fish

The design for the enemy fish was made mainly by focusing on keeping the aesthetic of old japaneese mythological creatures in mind – and how these where portrayed in paintings from feudal Japan. This was something i focused on implementing mainly in the face of the creature, that has a lot of similarities to these. Furthermore, the design had to look like an emeny, and like it could deal a moderate amount of damage and move fairly fast. This was […]

/ Comments Off on Enemy design – Fish
Program: Graphics