Author Archives: Krzesimir Pszenny

About Krzesimir Pszenny

2017 Project Management

Commenting! #6

Here’s the comment to Kristina’s postmortem:
 
Hey Kristina!
You really managed to cover a lot in your post! Short recap, some difficulties along the process, some design decision, a mention about backlog. My favourite part is about the gem. Your example shows that there is a multitude of ways of presenting what a game is about and its’ objective by neither needless text nor explicitly pointing something out. We are only limited by boundaries of our creativity!
In fact, all […]

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Commenting! #6

Here’s the comment to Kristina’s postmortem:
 
Hey Kristina!
You really managed to cover a lot in your post! Short recap, some difficulties along the process, some design decision, a mention about backlog. My favourite part is about the gem. Your example shows that there is a multitude of ways of presenting what a game is about and its’ objective by neither needless text nor explicitly pointing something out. We are only limited by boundaries of our creativity!
In fact, all […]

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Commenting! #5

Here’s the comment I posted to Leo’s post about playtesting and how it shaped one of core mechanics:
Impressive, Léo.
You managed to include many different aspects of the playtesting in a single post very coherently. Starting from the Adam’s theory – a background, that is; through gathering data, ending up with the final results and conclusion. Reading a post structured like that was very easy and enjoyable. You also avoided a problem that I noticed many people make […]

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Commenting! #5

Here’s the comment I posted to Leo’s post about playtesting and how it shaped one of core mechanics:
Impressive, Léo.
You managed to include many different aspects of the playtesting in a single post very coherently. Starting from the Adam’s theory – a background, that is; through gathering data, ending up with the final results and conclusion. Reading a post structured like that was very easy and enjoyable. You also avoided a problem that I noticed many people make […]

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“Fear is in me” Postmortem

Hey!
This time I’m going to sum up the past weeks that my team and I spent on creating our first digital game – Fear is in me. Let me describe the end result then!
My group produced a short Shoot ‘em up game with unusual shooting mechanic. The set-up is a dark forest full of 3 different kinds of terrifying and bloodthirsty creatures. But none of them is true – in fact, everything takes place in a little girl’s mind, as […]

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“Fear is in me” Postmortem

Hey!
This time I’m going to sum up the past weeks that my team and I spent on creating our first digital game – Fear is in me. Let me describe the end result then!
My group produced a short Shoot ‘em up game with unusual shooting mechanic. The set-up is a dark forest full of 3 different kinds of terrifying and bloodthirsty creatures. But none of them is true – in fact, everything takes place in a little girl’s mind, as […]

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Feedback for developers, feedback for player

Hey!
Today’s post will deal with playtesting and its’ effect on making Fear is in me.
2 playtesting sessions scheduled during the course were great opportunities to confront games that we are currently producing with real end users and to gather feedback on what needs to be improved. Unfortunately, the technical issues that occurred just before the first session were a bit too much for us to handle. After we built the project, aiming the weapon turned out to be faulty and causing […]

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Feedback for developers, feedback for player

Hey!
Today’s post will deal with playtesting and its’ effect on making Fear is in me.
2 playtesting sessions scheduled during the course were great opportunities to confront games that we are currently producing with real end users and to gather feedback on what needs to be improved. Unfortunately, the technical issues that occurred just before the first session were a bit too much for us to handle. After we built the project, aiming the weapon turned out to be faulty and causing […]

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Commenting! #1

I commented Erik’s post about aiming the cannon:
I find your post really valuable – it’s structed in a simple way and contains brief description what you have done as well as reasoning behind the decisions you made. The What section is clear – as a person who does *some* programming and who doesn’t feel anywhere close to confident in this field, I had no trouble grasping how the function works (and bolded variables were particularly helpful!). Besides, […]

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Commenting! #1

I commented Erik’s post about aiming the cannon:
I find your post really valuable – it’s structed in a simple way and contains brief description what you have done as well as reasoning behind the decisions you made. The What section is clear – as a person who does *some* programming and who doesn’t feel anywhere close to confident in this field, I had no trouble grasping how the function works (and bolded variables were particularly helpful!). Besides, […]

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Commenting! #2

Reading this post about creation of art for underwater mines and explosion was a pleasure. Here’s my feedback:
Hi!
I find your post valuable, because it covers the full process of creating an art and gives an insight about the manner you work. You included reasoning for every little aspect along the way, such as looking at WW2 mines or adding algae, which is a big plus! In addition, many pictures were put, making the post nicer to look […]

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Commenting! #2

Reading this post about creation of art for underwater mines and explosion was a pleasure. Here’s my feedback:
Hi!
I find your post valuable, because it covers the full process of creating an art and gives an insight about the manner you work. You included reasoning for every little aspect along the way, such as looking at WW2 mines or adding algae, which is a big plus! In addition, many pictures were put, making the post nicer to look […]

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Commenting! #4

Here’s the comment I added to the post about designing enemy behaviour:
Hey Teddy!
It’s always exciting for me to see how designers or artists use the real world and real creatures as their inspiration to achieve the effect they are looking for! I find it curious, because even a surrealistic world or setting becomes much more ‘touchable’ and substantial if certain elements resemble real life. It was very enjoyable to read about 
The process you’ve been through to design […]

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Commenting! #4

Here’s the comment I added to the post about designing enemy behaviour:
Hey Teddy!
It’s always exciting for me to see how designers or artists use the real world and real creatures as their inspiration to achieve the effect they are looking for! I find it curious, because even a surrealistic world or setting becomes much more ‘touchable’ and substantial if certain elements resemble real life. It was very enjoyable to read about 
The process you’ve been through to design […]

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Presenting the Alpha

Okay, making a game is one thing, but presenting it to a potential publisher (or just fellow students!), making a great first impression, showing all the cool stuff, gently manoeuvring around what has not been polished yet and keeping it all very succinct is very different. And it usually is very difficult to accomplish. That being said, I enjoyed making the Alpha Presentation of Fear is in me very much despite the fact it wasn’t nearly as significant as trying […]

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Presenting the Alpha

Okay, making a game is one thing, but presenting it to a potential publisher (or just fellow students!), making a great first impression, showing all the cool stuff, gently manoeuvring around what has not been polished yet and keeping it all very succinct is very different. And it usually is very difficult to accomplish. That being said, I enjoyed making the Alpha Presentation of Fear is in me very much despite the fact it wasn’t nearly as significant as trying […]

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Commenting! #3

Original post: “SCRUM”
My comment:
Hello Mateusz,
It was surprising to see how you not only bring up the positive aspects, but also introduce new, more dubious perspective on our current framework in Game Development course. A breath of fresh air! Your standpoint is completely understandable for me and I believe you backed it up well by alluding to Gabriel. (Although, I think you should consider elaborating on what exactly he was telling us, project managers, so that people from other minors […]

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Commenting! #3

Original post: “SCRUM”
My comment:
Hello Mateusz,
It was surprising to see how you not only bring up the positive aspects, but also introduce new, more dubious perspective on our current framework in Game Development course. A breath of fresh air! Your standpoint is completely understandable for me and I believe you backed it up well by alluding to Gabriel. (Although, I think you should consider elaborating on what exactly he was telling us, project managers, so that people from other minors […]

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How sprint planning helps Rakshasa

Hey!
In my next post I’m going to bring up 2 topics – firstly I’ll briefly describe the Scrum framework that I’m practising together with my group, but more importantly, I’ll focus on single aspect of it – sprint planning.
As I mentioned in my previous blog about working in a small team, having just a few people has its’ advantages. One of them is definitely the process of setting up the structure from an organisational perspective. Despite of […]

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How sprint planning helps Rakshasa

Hey!
In my next post I’m going to bring up 2 topics – firstly I’ll briefly describe the Scrum framework that I’m practising together with my group, but more importantly, I’ll focus on single aspect of it – sprint planning.
As I mentioned in my previous blog about working in a small team, having just a few people has its’ advantages. One of them is definitely the process of setting up the structure from an organisational perspective. Despite of […]

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Working in a small team

Hi everyone!
In this post I’d like to say something more about working in a 4 men squad, fairly small-sized Scrum group. Our set up is: 2 people in graphic department, one programmer and me as a producer. According to Scrum framework, a team should be cross-functional, which means knowledge of all the aspects of development and design is available to the team. In reality, each of us has little to no prior experience with our minors, so in order to […]

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Working in a small team

Hi everyone!
In this post I’d like to say something more about working in a 4 men squad, fairly small-sized Scrum group. Our set up is: 2 people in graphic department, one programmer and me as a producer. According to Scrum framework, a team should be cross-functional, which means knowledge of all the aspects of development and design is available to the team. In reality, each of us has little to no prior experience with our minors, so in order to […]

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Project set-up: Product backlog

Welcome to my first blog post! I am the manager and producer of group Rakshasa. Our current objective is to create a 2D shoot ‘em up game working in the Scrum framework. We decided to use the “Fear is in me” concept document as the basis and we are striving to make the best our of it. The game is about little girl trying to overcome her nightmares. In her dreams she is lost in the forest and fights evil […]

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Project set-up: Product backlog

Welcome to my first blog post! I am the manager and producer of group Rakshasa. Our current objective is to create a 2D shoot ‘em up game working in the Scrum framework. We decided to use the “Fear is in me” concept document as the basis and we are striving to make the best our of it. The game is about little girl trying to overcome her nightmares. In her dreams she is lost in the forest and fights evil […]

/ Comments Off on Project set-up: Product backlog