Author Archives: Karl Lindkvist
Comment #6
http://blog.erikrosenberg.se/2018/03/15/post-6-postmortem/
Hi Erik!
This was a great read! This blog post was very informative without being suffocating.
First of all, congratulations on the finished game! I see your group is missing a design minor which is sad but it seems you’ve still managed well without it.
I feel this blog post was well written and had all the information I could want. It was organized in a good way so I could understand the history of the team and the development of […]
Comment #6
http://blog.erikrosenberg.se/2018/03/15/post-6-postmortem/
Hi Erik!
This was a great read! This blog post was very informative without being suffocating.
First of all, congratulations on the finished game! I see your group is missing a design minor which is sad but it seems you’ve still managed well without it.
I feel this blog post was well written and had all the information I could want. It was organized in a good way so I could understand the history of the team and the development of […]
Comment #5
https://gamedesign905092715.wordpress.com/2018/03/13/how-did-playtesting-help-us-in-our-development-of-our-game/
Hi Sofia!
This was an interesting and informative read on the topic of Playtesting! Besides a few words here and there I felt it was well written and I understood the information that was given.
Playtesting is a great way to understand your own game from a different perspective and to grow and learn. I feel you described this process in this post. You described what problems arose as well as what you and your group did to solve problems […]
Comment #5
https://gamedesign905092715.wordpress.com/2018/03/13/how-did-playtesting-help-us-in-our-development-of-our-game/
Hi Sofia!
This was an interesting and informative read on the topic of Playtesting! Besides a few words here and there I felt it was well written and I understood the information that was given.
Playtesting is a great way to understand your own game from a different perspective and to grow and learn. I feel you described this process in this post. You described what problems arose as well as what you and your group did to solve problems […]
Comment #4
http://axelgamedesign.blogspot.se/2018/03/designing-difficult-enemy-in-aetherial.html
Hello Axel!
In short, I think this was a good blog post!
To begin with I feel you described your journey of thought when creating this enemy, as well as communicating it to the rest of team, very well. I easily understood your english grammar and found no significant problems. It’s nice to see the pictures of the creature described as well. The User Stories were good too.
I have to say that game and enemy balancing is a very interesting […]
Comment #4
http://axelgamedesign.blogspot.se/2018/03/designing-difficult-enemy-in-aetherial.html
Hello Axel!
In short, I think this was a good blog post!
To begin with I feel you described your journey of thought when creating this enemy, as well as communicating it to the rest of team, very well. I easily understood your english grammar and found no significant problems. It’s nice to see the pictures of the creature described as well. The User Stories were good too.
I have to say that game and enemy balancing is a very interesting […]
Comment #3
https://andersdotgames.wordpress.com/2018/02/21/get-up-stand-up/
Hi Anders!
This was quite the entertaining read. You weave together information and charisma pretty well in this post
.
To start of I would like to say that I felt I understood your English grammar very well. Beyond that I understood your role within the team and your feelings towards the lovely framework of Scrum. Me, not being Project Manager but a Designer, (sadly couldn’t find the blog of your groups designer) could still get a grasp of what you […]
Comment #3
https://andersdotgames.wordpress.com/2018/02/21/get-up-stand-up/
Hi Anders!
This was quite the entertaining read. You weave together information and charisma pretty well in this post
.
To start of I would like to say that I felt I understood your English grammar very well. Beyond that I understood your role within the team and your feelings towards the lovely framework of Scrum. Me, not being Project Manager but a Designer, (sadly couldn’t find the blog of your groups designer) could still get a grasp of what you […]
Comment #2 – 5SD064
https://thephantommenaceisnotthatbad.wordpress.com/2018/02/15/spooky-tunes/
Hello Teo!
This was an excellent blog post and a very interesting read. It was very informative and described your creative journey from research and inspiration to creation. It was easy to read and written in good and understandable english. The videos you posted worked very well together with your text and gave me a deeper understanding of what you were describing.
I can’t say I have any general complaints about this blog post as I felt it did everything […]
Comment #2 – 5SD064
https://thephantommenaceisnotthatbad.wordpress.com/2018/02/15/spooky-tunes/
Hello Teo!
This was an excellent blog post and a very interesting read. It was very informative and described your creative journey from research and inspiration to creation. It was easy to read and written in good and understandable english. The videos you posted worked very well together with your text and gave me a deeper understanding of what you were describing.
I can’t say I have any general complaints about this blog post as I felt it did everything […]
Comment #1 – 5SD064
https://kassandergd.wordpress.com/2018/02/09/cursor-design/#comments
Hi Maximilian Kassander!
If I would summarise this first blog post in short and in general, I would say that this was a good and informative read!
I felt that I understood what you were discussing about this specific item. It was written in easily understandable and readable English. You describe the purpose of the item as well as the problem that arose and how you solved it as a designer, as well as how you solved it together it […]
Comment #1 – 5SD064
https://kassandergd.wordpress.com/2018/02/09/cursor-design/#comments
Hi Maximilian Kassander!
If I would summarise this first blog post in short and in general, I would say that this was a good and informative read!
I felt that I understood what you were discussing about this specific item. It was written in easily understandable and readable English. You describe the purpose of the item as well as the problem that arose and how you solved it as a designer, as well as how you solved it together it […]
5SD064 – Game Design Blog 20/03
Postmortem
Six weeks ago, our group, Group Lychantrope, started the development of a game called ”Beelonging”, based on a Game Design Document written by another group.
During the course of this development we’ve had the opportunity to feel what it’s like to develop a game from scratch. We’ve appointed roles within the team, responsibilites, organized daily and weekly work, set up goals for both each team member as well as the group as a whole. It’s been a great learning experience.
Luckily for […]
5SD064 – Game Design Blog 20/03
Postmortem
Six weeks ago, our group, Group Lychantrope, started the development of a game called ”Beelonging”, based on a Game Design Document written by another group.
During the course of this development we’ve had the opportunity to feel what it’s like to develop a game from scratch. We’ve appointed roles within the team, responsibilites, organized daily and weekly work, set up goals for both each team member as well as the group as a whole. It’s been a great learning experience.
Luckily for […]
5SD064 – Game Design Blog 08/03
The effects of Playtesting
Hello yet again! This week I will be writing about the effects that the sessions of playtesting had on our game, Beelonging.
During the course we had the opportunity to let other developers from the other teams, as well as the professors at the university, play and try out our game. There were two sessions, Alpha playtesting and Beta playtesting.
The point of playtesting is to let players who have no previous experience of the game play it and […]
5SD064 – Game Design Blog 08/03
The effects of Playtesting
Hello yet again! This week I will be writing about the effects that the sessions of playtesting had on our game, Beelonging.
During the course we had the opportunity to let other developers from the other teams, as well as the professors at the university, play and try out our game. There were two sessions, Alpha playtesting and Beta playtesting.
The point of playtesting is to let players who have no previous experience of the game play it and […]
5SD064 – Game Design Blog 01/03
Level Design and the introduction of difficulty, enemies and mechanics.
Hello again! This is the fourth blog post on my game design blog and this week I will describe my process of designing the level for the game our team is currently developing – Beelonging.
To begin with, Beelonging is what’s called a ”Shmup”, that stands for ”Shoot ‘em up”. It’s one of the earliest concepts of classic game design. Amongst famous retro arcade games you might’ve heard of games such as […]
5SD064 – Game Design Blog 01/03
Level Design and the introduction of difficulty, enemies and mechanics.
Hello again! This is the fourth blog post on my game design blog and this week I will describe my process of designing the level for the game our team is currently developing – Beelonging.
To begin with, Beelonging is what’s called a ”Shmup”, that stands for ”Shoot ‘em up”. It’s one of the earliest concepts of classic game design. Amongst famous retro arcade games you might’ve heard of games such as […]
5SD064 – Game Design Blog 22/02
Working with Scrum
Hello again! In this weeks blog post I will discuss my experiences as a team member from working with the Scrum toolkit during the development of our game. I will explain what Scrum is and how our team has implemented and used it, as well as my own experiences as an individual team member.
Scrum is a working toolkit that was first introduced to our groups Project Manager in his minor and then from our Project Manager to the […]
5SD064 – Game Design Blog 22/02
Working with Scrum
Hello again! In this weeks blog post I will discuss my experiences as a team member from working with the Scrum toolkit during the development of our game. I will explain what Scrum is and how our team has implemented and used it, as well as my own experiences as an individual team member.
Scrum is a working toolkit that was first introduced to our groups Project Manager in his minor and then from our Project Manager to the […]
5SD064 – Game Design Blog 15/02
Power-up re-design
This week I focused on re-designing one of the pick-ups in our game Beelonging.
The power-up we call ”Golden Honeycomb” was originally designed to activate five seconds of invincibility after picking up three of those Golden Honeycombs. We felt that it didn’t really add anything to the game or the gameplay and therefore choose to re-design it.
In our game we have a mechanic where the Player Bee can activate and control a formation that includes all the bees in their […]
5SD064 – Game Design Blog 15/02
Power-up re-design
This week I focused on re-designing one of the pick-ups in our game Beelonging.
The power-up we call ”Golden Honeycomb” was originally designed to activate five seconds of invincibility after picking up three of those Golden Honeycombs. We felt that it didn’t really add anything to the game or the gameplay and therefore choose to re-design it.
In our game we have a mechanic where the Player Bee can activate and control a formation that includes all the bees in their […]
5SD064 – Game Design Blog 08/02
Spider behavior and mechanics
This week I redesigned and specified the behavior and mechanics of the spider, one of the enemies in our game ”Beelonging”. The reason for this is that I, as the designer of the team, wanted to communicate my vision better to the the rest of the team, specifically the artists and programmers, as well as balance this enemy that I felt was a bit too inbalanced.
The spider is supposed to climb up and down a string of […]
5SD064 – Game Design Blog 08/02
Spider behavior and mechanics
This week I redesigned and specified the behavior and mechanics of the spider, one of the enemies in our game ”Beelonging”. The reason for this is that I, as the designer of the team, wanted to communicate my vision better to the the rest of the team, specifically the artists and programmers, as well as balance this enemy that I felt was a bit too inbalanced.
The spider is supposed to climb up and down a string of […]