Author Archives: Magdalena Bondjers

About Magdalena Bondjers

2017 Project Management

My Feedback for Post #6

This week I commented on Niklas Ericsson’s blog post, found here:  https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]

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My Feedback for Post #6

This week I commented on Niklas Ericsson’s blog post, found here:  https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]

/ Comments Off on My Feedback for Post #6

Dev Blog #6 -Postmortem

Hello!
This was the last week of production for the shoot ’em up games, and therefore it is also my last blog post. I will write about how the game ended up and what I have learned in the process of making it.
As a reminder, team Devourer worked on the concept of Aetherial, while staying pretty close to a space shooter style game. The fact that we opted for a simple game when most other groups tried to stand out ended […]

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Dev Blog #6 -Postmortem

Hello!
This was the last week of production for the shoot ’em up games, and therefore it is also my last blog post. I will write about how the game ended up and what I have learned in the process of making it.
As a reminder, team Devourer worked on the concept of Aetherial, while staying pretty close to a space shooter style game. The fact that we opted for a simple game when most other groups tried to stand out ended […]

/ Comments Off on Dev Blog #6 -Postmortem

My Feedback for Post #5

This week I commented on Merve Metinkol’s blog post, found here:  https://msmonoxide.wordpress.com/2018/03/08/playtesting/
My comment reads as follows:
Hello!
I agree that playtesting is important in order to make the best game you can, and you have described this importance well. I would have liked you to expand a bit on how you and your team performed the playtesting, however. While you explained part of it, you could also have added examples of what you did during the testing session. You talked about […]

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My Feedback for Post #5

This week I commented on Merve Metinkol’s blog post, found here:  https://msmonoxide.wordpress.com/2018/03/08/playtesting/
My comment reads as follows:
Hello!
I agree that playtesting is important in order to make the best game you can, and you have described this importance well. I would have liked you to expand a bit on how you and your team performed the playtesting, however. While you explained part of it, you could also have added examples of what you did during the testing session. You talked about […]

/ Comments Off on My Feedback for Post #5

Dev Blog #5 -Playtesting

Hello again!
This week I’ll talk about my team’s experience with the playtesting sessions we’ve had during this project. We attended both sessions, though we found little value in the second one and would rather have spent that time working on the game in order to complete it for the beta. I know other team felt the same way, but we still took the playtesting seriously and had a survey for testers to fill out. On both occasions we had an […]

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Dev Blog #5 -Playtesting

Hello again!
This week I’ll talk about my team’s experience with the playtesting sessions we’ve had during this project. We attended both sessions, though we found little value in the second one and would rather have spent that time working on the game in order to complete it for the beta. I know other team felt the same way, but we still took the playtesting seriously and had a survey for testers to fill out. On both occasions we had an […]

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My Feedback for Post #4

 
This week I commented on Saša Džigurski’s blog, found here:  https://sasadzigurski.wordpress.com/2018/02/28/just-another-scrum-week/comment-page-1/#comment-5
My comment reads as follows:
Hello!
The addition of play testing sessions on Mondays have definitely made those days quite longer and exhausting for my group as well, so I can relate to what you are describing. I can also relate to what you wrote about running out of time and having to cut multiple features in the game. What to leave out and what to keep are difficult decisions for […]

/ Comments Off on My Feedback for Post #4

My Feedback for Post #4

 
This week I commented on Saša Džigurski’s blog, found here:  https://sasadzigurski.wordpress.com/2018/02/28/just-another-scrum-week/comment-page-1/#comment-5
My comment reads as follows:
Hello!
The addition of play testing sessions on Mondays have definitely made those days quite longer and exhausting for my group as well, so I can relate to what you are describing. I can also relate to what you wrote about running out of time and having to cut multiple features in the game. What to leave out and what to keep are difficult decisions for […]

/ Comments Off on My Feedback for Post #4

Dev Blog #4 -The Unseen Work of a Producer

Hello again!
This is the last week before the beta deadline for the first year students’ upcoming Shoot ’em Up games, so I thought this was a good time to talk about the unseen work of the production. By unseen work I mean things that don’t produce tangible results the same way art and code does.
As a producer of a small team I need to wear many hats, but the majority of the work I do can’t be seen or measured, […]

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Dev Blog #4 -The Unseen Work of a Producer

Hello again!
This is the last week before the beta deadline for the first year students’ upcoming Shoot ’em Up games, so I thought this was a good time to talk about the unseen work of the production. By unseen work I mean things that don’t produce tangible results the same way art and code does.
As a producer of a small team I need to wear many hats, but the majority of the work I do can’t be seen or measured, […]

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My Feedback for Post #3

The third week I commented on Michael Degirmen’s blog, found here:   https://michaeldegirmen.wordpress.com/2018/02/22/scrum-learning-iteratively/
My comment was as follows:
Hey!
As a project management student I can definitely relate to what you have described in the post (sadly). I think you’ve provided an important point of view on the difficulties we’ve all faced during this project and it serves as a good introduction to the topic of the post. It really seems like you have been dealt a rough hand, indeed, but it also appears you have […]

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My Feedback for Post #3

The third week I commented on Michael Degirmen’s blog, found here:   https://michaeldegirmen.wordpress.com/2018/02/22/scrum-learning-iteratively/
My comment was as follows:
Hey!
As a project management student I can definitely relate to what you have described in the post (sadly). I think you’ve provided an important point of view on the difficulties we’ve all faced during this project and it serves as a good introduction to the topic of the post. It really seems like you have been dealt a rough hand, indeed, but it also appears you have […]

/ Comments Off on My Feedback for Post #3

My Feedback for Post #2

For the second week, I commented on Mija Causey’s blog, found here:  https://flytrapblog861090001.wordpress.com/2018/02/15/dear-diary-this-week-blog-2/
My comment was as follows:
Hey! You’ve written a nice post about an important subject, and apart from some grammatical errors, I believe you have done a good job of explaining what you have done, how you did it as well as why you did it. The text could have a better flow in order for the reader to have an easier time following along, but overall […]

/ Comments Off on My Feedback for Post #2

My Feedback for Post #2

For the second week, I commented on Mija Causey’s blog, found here:  https://flytrapblog861090001.wordpress.com/2018/02/15/dear-diary-this-week-blog-2/
My comment was as follows:
Hey! You’ve written a nice post about an important subject, and apart from some grammatical errors, I believe you have done a good job of explaining what you have done, how you did it as well as why you did it. The text could have a better flow in order for the reader to have an easier time following along, but overall […]

/ Comments Off on My Feedback for Post #2

My Feedback for Post #1

The first week I commented on Edvin Broberg’s blog post, which can be found here:  https://ettin2017pm.wordpress.com/2018/02/08/organizing-stand-up-meetings/
My comment was as follows:
This post gives an interesting insight to a vital part of the project as a whole, and is in my opinion delivered with good fluidity and structure. As I began reading I thought that the text didn’t flow very well, but that was pretty much contained to the first paragraph. I found the post to contain some repetitive wording, […]

/ Comments Off on My Feedback for Post #1

My Feedback for Post #1

The first week I commented on Edvin Broberg’s blog post, which can be found here:  https://ettin2017pm.wordpress.com/2018/02/08/organizing-stand-up-meetings/
My comment was as follows:
This post gives an interesting insight to a vital part of the project as a whole, and is in my opinion delivered with good fluidity and structure. As I began reading I thought that the text didn’t flow very well, but that was pretty much contained to the first paragraph. I found the post to contain some repetitive wording, […]

/ Comments Off on My Feedback for Post #1

Dev Blog #3 -How We Work

Hello again!
This week I will be writing about how our team works during the game production, which we do by follow the Scrum framework. Scrum is an agile framework especially tailored for software development, so naturally it works very well for game production as well. When working with Scrum, the goal is to often and continuously produce increments/a shippable product, in this case working versions of the game. To do this, we work in sprints. Under normal conditions a sprint […]

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Dev Blog #3 -How We Work

Hello again!
This week I will be writing about how our team works during the game production, which we do by follow the Scrum framework. Scrum is an agile framework especially tailored for software development, so naturally it works very well for game production as well. When working with Scrum, the goal is to often and continuously produce increments/a shippable product, in this case working versions of the game. To do this, we work in sprints. Under normal conditions a sprint […]

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Dev Blog #2 -The UI

This week I wanted to talk about our UI, which mainly consists of the health and aether bars.
First iteration.
When we thought about how we would design the UI we wanted to do it “portrait style”, but since the player avatar is a ship and not a person we chose to portray the bow of the ship along with its figurehead. Because we needed to do a lot of work during the last sprint and we only have one artist on […]

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Dev Blog #2 -The UI

This week I wanted to talk about our UI, which mainly consists of the health and aether bars.
First iteration.
When we thought about how we would design the UI we wanted to do it “portrait style”, but since the player avatar is a ship and not a person we chose to portray the bow of the ship along with its figurehead. Because we needed to do a lot of work during the last sprint and we only have one artist on […]

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Dev Blog #1 – The Setting

Hello everyone! This week I wanted to talk about the setting of the game and the general feeling we are trying to evoke.
The aesthetic goal of Aetherial is overcoming challenge -barely, and this is the core feeling upon which the mechanics are based. Team Devourer sought to expand upon this feeling however, so we modified the setting while still attempting to keep the aesthetic goal intact. While we followed the designs of the original concept rather closely, we did put […]

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Dev Blog #1 – The Setting

Hello everyone! This week I wanted to talk about the setting of the game and the general feeling we are trying to evoke.
The aesthetic goal of Aetherial is overcoming challenge -barely, and this is the core feeling upon which the mechanics are based. Team Devourer sought to expand upon this feeling however, so we modified the setting while still attempting to keep the aesthetic goal intact. While we followed the designs of the original concept rather closely, we did put […]

/ Comments Off on Dev Blog #1 – The Setting