Author Archives: Maximilian Kassander

About Maximilian Kassander

2017 Game Design

Comment 6

Hi Carl!
I really enjoyed reading your post and I think that it’s well written with structure and all. As a fellow designer I feel like I can relate to a lot of the things that you said.
It was interesting to hear about your reasoning and sources for inspiration for the level design. As you mentioned we didn’t get that many pointers to keep in mind prior to this project.
I would have liked to hear a bit more about what made […]

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Program: Game Design

Comment 6

Hi Carl!
I really enjoyed reading your post and I think that it’s well written with structure and all. As a fellow designer I feel like I can relate to a lot of the things that you said.
It was interesting to hear about your reasoning and sources for inspiration for the level design. As you mentioned we didn’t get that many pointers to keep in mind prior to this project.
I would have liked to hear a bit more about what made […]

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Program: Game Design

Shoot ’em up – Postmortem

Standing on the finish line of this 10-week period we stand with a finished product that’ve worked out really well and have gotten positive feedback. The game consists of 7 levels, the first one is a tutorial and the last one a boss encounter. It also features two animated sequences, sound and UI.
I’ve been part of a team called “Mimic” and luckily, we fit well together and haven’t had that many bumps along the way. The exception being a few […]

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Program: Game Design

Shoot ’em up – Postmortem

Standing on the finish line of this 10-week period we stand with a finished product that’ve worked out really well and have gotten positive feedback. The game consists of 7 levels, the first one is a tutorial and the last one a boss encounter. It also features two animated sequences, sound and UI.
I’ve been part of a team called “Mimic” and luckily, we fit well together and haven’t had that many bumps along the way. The exception being a few […]

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Program: Game Design

Comment 5

Hi, Samantha!
Your text was really well written and nicely divided with headlines, making it even more enjoyable to read. Furthermore, the use of pictures contributed to the experience and gave it a more light-hearted side to it even though they maybe didn’t specifically relate to the playtesting.
The presentation of the two initial options followed by your contemplations leading up to finding a different solution to issue at hand was interesting to follow. The choice of method is well conveyed and […]

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Program: Game Design

Comment 5

Hi, Samantha!
Your text was really well written and nicely divided with headlines, making it even more enjoyable to read. Furthermore, the use of pictures contributed to the experience and gave it a more light-hearted side to it even though they maybe didn’t specifically relate to the playtesting.
The presentation of the two initial options followed by your contemplations leading up to finding a different solution to issue at hand was interesting to follow. The choice of method is well conveyed and […]

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Program: Game Design

Playtesting

During project that we’re in, we’ve had two playtesting sessions where all the teams get together and try each other’s games. We had a survey that the participants were encouraged to fill out after they tested our game. We used the same question for both occasions in hope to see what the difference would be. On top of the survey we documented reactions and in game behaviour while they were playing.
The first session was unfortunately affected by an error that […]

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Program: Game Design

Playtesting

During project that we’re in, we’ve had two playtesting sessions where all the teams get together and try each other’s games. We had a survey that the participants were encouraged to fill out after they tested our game. We used the same question for both occasions in hope to see what the difference would be. On top of the survey we documented reactions and in game behaviour while they were playing.
The first session was unfortunately affected by an error that […]

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Program: Game Design

Comment 4

Hi Krzesimir,
First off, I think your text was really well written and enjoyable to read.
It was interesting to get your view and thoughts on this presentation and similar presentations in whole. What I liked about it was the depth of your text, that you didn’t only focus on just the presentation and the process of making it. I think that the thing that made it great was the parallels to the actual project and your progress in it.
As you mention […]

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Program: Game Design

Comment 4

Hi Krzesimir,
First off, I think your text was really well written and enjoyable to read.
It was interesting to get your view and thoughts on this presentation and similar presentations in whole. What I liked about it was the depth of your text, that you didn’t only focus on just the presentation and the process of making it. I think that the thing that made it great was the parallels to the actual project and your progress in it.
As you mention […]

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Program: Game Design

Level design

Before I talk about the actual level design of our game, there are some thing that you may need to know in order to fully get my reasoning.
In our game the player’s lives is represented by bees lined up on the left side of the screen, while the player navigates the “main bee” freely around the screen. The non-controllable bees have the ability to shoot an enemy that gets close enough, but they can also get hit by projectiles and […]

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Program: Game Design

Level design

Before I talk about the actual level design of our game, there are some thing that you may need to know in order to fully get my reasoning.
In our game the player’s lives is represented by bees lined up on the left side of the screen, while the player navigates the “main bee” freely around the screen. The non-controllable bees have the ability to shoot an enemy that gets close enough, but they can also get hit by projectiles and […]

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Program: Game Design

Comment 1

Hi Teodor,
First off, your text has a structure that makes it easy follow your arguments and your trail of thought. It’s well conveyed why you wanted to redesign the movement and even more so as you gave examples of what you were striving for, and what you tried to avoid in form of already existing titles. The work process is well strung together with the text’s structure and the idea of using gears in the movement feels like a creative […]

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Program: Game Design

Comment 1

Hi Teodor,
First off, your text has a structure that makes it easy follow your arguments and your trail of thought. It’s well conveyed why you wanted to redesign the movement and even more so as you gave examples of what you were striving for, and what you tried to avoid in form of already existing titles. The work process is well strung together with the text’s structure and the idea of using gears in the movement feels like a creative […]

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Program: Game Design

Comment 2

Hi,
Even though I have design as my minor and only have a limited experience when it comes to unity and scripting, I found your post to be a really enjoyable read. Your text is easy to follow, and it’s nicely divided along with pictures that supports it.
In the first part it is interesting to see how the task was done in a graspable walkthrough manner. I think this is very useful, especially for beginners like myself but also for others […]

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Program: Game Design

Comment 2

Hi,
Even though I have design as my minor and only have a limited experience when it comes to unity and scripting, I found your post to be a really enjoyable read. Your text is easy to follow, and it’s nicely divided along with pictures that supports it.
In the first part it is interesting to see how the task was done in a graspable walkthrough manner. I think this is very useful, especially for beginners like myself but also for others […]

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Program: Game Design

Comment 3

The way you divided your text and put the different parts of it under headlines made the post easy to follow and to what was what.
I feel like your introduction on how the process is done started of really good, but towards the end of it you jumped a bit back and forth. In the second to last sentence you write about a finished product, but in the following sentence you start of with “after that” and describe something that […]

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Program: Game Design

Comment 3

The way you divided your text and put the different parts of it under headlines made the post easy to follow and to what was what.
I feel like your introduction on how the process is done started of really good, but towards the end of it you jumped a bit back and forth. In the second to last sentence you write about a finished product, but in the following sentence you start of with “after that” and describe something that […]

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Program: Game Design

Scrum

During this project that we’re working on we have been using “scrum” as a tool for our workflow, and in this post I will reflect on how the usage of it has been.
Scrum is a method used when working in software development teams and its purpose is to make the process more effective. At the start of the project a backlog is filled out containing all the features and artefacts needed for the product to be finished. The period between […]

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Program: Game Design

Scrum

During this project that we’re working on we have been using “scrum” as a tool for our workflow, and in this post I will reflect on how the usage of it has been.
Scrum is a method used when working in software development teams and its purpose is to make the process more effective. At the start of the project a backlog is filled out containing all the features and artefacts needed for the product to be finished. The period between […]

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Program: Game Design

Boss design

The narrative in Beelonging is that a bear is attacking the protagonist’s beehive and it needs to be saved. Naturally, the boss and the main antagonist of the game is the bear.
Setting out to design this end stage of our game, the initial idea was to have most of the bear’s body visible. This was done with a sprite depicting it standing upright on its back legs, with two additional sprites for its front legs. With this done the bear […]

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Program: Game Design

Boss design

The narrative in Beelonging is that a bear is attacking the protagonist’s beehive and it needs to be saved. Naturally, the boss and the main antagonist of the game is the bear.
Setting out to design this end stage of our game, the initial idea was to have most of the bear’s body visible. This was done with a sprite depicting it standing upright on its back legs, with two additional sprites for its front legs. With this done the bear […]

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Program: Game Design

Cursor design

This, and the upcoming posts, will concern parts of the process of making a shoot ‘em up game together with the other members of group Mimic.
In our game Beelonging the player takes on the role of a bee that’s part of a swarm. The controllable bee is located in front of the others and its movement is executed by using the mouse. The bee follows wherever the pointer is located. Initially we did not have an indication of where the […]

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Program: Game Design

Cursor design

This, and the upcoming posts, will concern parts of the process of making a shoot ‘em up game together with the other members of group Mimic.
In our game Beelonging the player takes on the role of a bee that’s part of a swarm. The controllable bee is located in front of the others and its movement is executed by using the mouse. The bee follows wherever the pointer is located. Initially we did not have an indication of where the […]

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Program: Game Design