Author Archives: Maya Siden

About Maya Siden

2017 Game Design

Comment #6

Comments On Others Blogs
Original post here: https://joakimmalmstrom.wordpress.com/2018/03/16/design-blog-6/comment-page-1/
Incredibly well structured dude! A fun read. As a designer myself (Hi btw!) it’s so interesting reading about other people going through the same problems I did. Sounds like your level design was a real treat and names like “night level” and “shield level” really sells me on the fact that you had actual thought put into these and reasons why you designed the levels the way you did.
Just in general it’s very fun to […]

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Program: Game Design

Comment #6

Comments On Others Blogs
Original post here: https://joakimmalmstrom.wordpress.com/2018/03/16/design-blog-6/comment-page-1/
Incredibly well structured dude! A fun read. As a designer myself (Hi btw!) it’s so interesting reading about other people going through the same problems I did. Sounds like your level design was a real treat and names like “night level” and “shield level” really sells me on the fact that you had actual thought put into these and reasons why you designed the levels the way you did.
Just in general it’s very fun to […]

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Program: Game Design

Postmortem

This assignment have been a ride, both with its highs and lows. There has been struggles and disagreements, but also a lot of learning and growth. The final product is a mix between all I envisioned and a complete surprise.
Looking back, we were terribly unstructured in the beginning. No one understood what the backlog was and how we were supposed to be doing it. Not to mention how I struggled with the user stories for a while there too. Luckily […]

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Program: Game Design

Postmortem

This assignment have been a ride, both with its highs and lows. There has been struggles and disagreements, but also a lot of learning and growth. The final product is a mix between all I envisioned and a complete surprise.
Looking back, we were terribly unstructured in the beginning. No one understood what the backlog was and how we were supposed to be doing it. Not to mention how I struggled with the user stories for a while there too. Luckily […]

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Program: Game Design

Comment #5

Comments On Others Blogs
Original post here: https://msmonoxide.wordpress.com/2018/03/08/playtesting/
This was a very nice and organized blog post. You started by very clearly stating Why playtesting is important, then you explained (in rough terms) how your group carried it out, your result (with both the positive and negative feedback) and lastly your thoughts on these results. It is seldom you see these really neat and professionally typed posts kudos!
If I had to mention anything to make this better, it would probably be that […]

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Program: Game Design

Comment #5

Comments On Others Blogs
Original post here: https://msmonoxide.wordpress.com/2018/03/08/playtesting/
This was a very nice and organized blog post. You started by very clearly stating Why playtesting is important, then you explained (in rough terms) how your group carried it out, your result (with both the positive and negative feedback) and lastly your thoughts on these results. It is seldom you see these really neat and professionally typed posts kudos!
If I had to mention anything to make this better, it would probably be that […]

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Program: Game Design

Comment #4

Comments On Others Blogs
Original post here: https://danielreinsson.wordpress.com/2018/03/01/the-tragedy-of-the-missing-user-stories/
Wow. First sentence and I was hooked. Cool intro, very dramatic.
Hmm so about the whole; user stories vs. backlog part. First of all, I 100% get why you did what you did. I did the same thing. Marcus asked us to fill out the backlog, but never explained the connection to the user stories, so we filled out the bloody thing. Here’s the sitch tho. From what I can gather, we were supposed to make […]

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Program: Game Design

Comment #4

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Original post here: https://danielreinsson.wordpress.com/2018/03/01/the-tragedy-of-the-missing-user-stories/
Wow. First sentence and I was hooked. Cool intro, very dramatic.
Hmm so about the whole; user stories vs. backlog part. First of all, I 100% get why you did what you did. I did the same thing. Marcus asked us to fill out the backlog, but never explained the connection to the user stories, so we filled out the bloody thing. Here’s the sitch tho. From what I can gather, we were supposed to make […]

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Program: Game Design

Comment #3

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Original post here: https://sophiesgaming.wordpress.com/2018/02/22/dum-du-dum-scrum/comment-page-1/
First off. Great intro, great summary of what scrum is, great picture, great sources, and great motivation of why it’s worth the time. It makes me so happy to hear you explaining how scrum has helped you in day to day life. I don’t know if this is a professional thing to say, but I’m a sucker for random life lessons
On a more serious note, a little more in- depth explanation about the foundations […]

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Program: Game Design

Comment #3

Comments On Others Blogs
Original post here: https://sophiesgaming.wordpress.com/2018/02/22/dum-du-dum-scrum/comment-page-1/
First off. Great intro, great summary of what scrum is, great picture, great sources, and great motivation of why it’s worth the time. It makes me so happy to hear you explaining how scrum has helped you in day to day life. I don’t know if this is a professional thing to say, but I’m a sucker for random life lessons
On a more serious note, a little more in- depth explanation about the foundations […]

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Program: Game Design

Level Design

Level Design – A Design Decision
So! The biggest puzzle pieces were set. We knew the goals and “feel” of the game, we knew how the player character was supposed to act and move, we knew the rough outline of the challenges we wanted the player to face and we knew how long we wanted the game to be. With these aspects in mind it was time to design the levels.
Starting off, I mentally separated the game into three faces. The […]

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Program: Game Design

Level Design

Level Design – A Design Decision
So! The biggest puzzle pieces were set. We knew the goals and “feel” of the game, we knew how the player character was supposed to act and move, we knew the rough outline of the challenges we wanted the player to face and we knew how long we wanted the game to be. With these aspects in mind it was time to design the levels.
Starting off, I mentally separated the game into three faces. The […]

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Program: Game Design

Comment #2

Comments On Others Blogs
Original post here: https://hampusgameblog.wordpress.com/2018/02/07/level-design/
Good post on the process behind the level design! I do have a couple of thoughts about how it could have been a little clearer though, so here we go…
“The level I have been working on is the first 30 seconds of playable terrain” I am fond of this part and the directly proceeding one where you clearly state what part of the game you have been working on. I would have loved to see […]

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Program: Game Design

Comment #2

Comments On Others Blogs
Original post here: https://hampusgameblog.wordpress.com/2018/02/07/level-design/
Good post on the process behind the level design! I do have a couple of thoughts about how it could have been a little clearer though, so here we go…
“The level I have been working on is the first 30 seconds of playable terrain” I am fond of this part and the directly proceeding one where you clearly state what part of the game you have been working on. I would have loved to see […]

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Program: Game Design

Comment #1

Comments On Others Blogs
Original post here: https://tomassavela.wordpress.com/2018/02/15/blog-2-designing-the-enemies-in-umibozu/
Comment time! Alright, first off, great introduction. I understood what you were going to talk about and the reason behind it immediately.
Very well put on the visuals of the different kinds of enemies, however you never really explained what the enemies actually do in the game. Do they attack the player? How? Do they all behave the exact same way? Are they all introduced at the same time? I guess I just want a little […]

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Program: Game Design

Comment #1

Comments On Others Blogs
Original post here: https://tomassavela.wordpress.com/2018/02/15/blog-2-designing-the-enemies-in-umibozu/
Comment time! Alright, first off, great introduction. I understood what you were going to talk about and the reason behind it immediately.
Very well put on the visuals of the different kinds of enemies, however you never really explained what the enemies actually do in the game. Do they attack the player? How? Do they all behave the exact same way? Are they all introduced at the same time? I guess I just want a little […]

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Program: Game Design

Scrum

Scrum – Working Method
Working in a team -especially one that is creating something from nothing- is not an easy task and it’s very important to have a set frame for the working process to make sure that all goes as smoothly as possible. We are currently working in the agile method Scrum. A process where every step of the way is surveyed, tested and prioritized.
The basic idea goes like this; the overall goal is set early on and broken down […]

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Program: Game Design

Scrum

Scrum – Working Method
Working in a team -especially one that is creating something from nothing- is not an easy task and it’s very important to have a set frame for the working process to make sure that all goes as smoothly as possible. We are currently working in the agile method Scrum. A process where every step of the way is surveyed, tested and prioritized.
The basic idea goes like this; the overall goal is set early on and broken down […]

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Program: Game Design

Boss

Boss – A Design process
This week I have taken a first stab at designing the boss for our game. As I’ve mentioned in earlier posts, the boss is of very high importance to our game. Everything before you face it is simply practice, the boss itself is the main course.
So, in hopes of gaining some understanding into what makes an enjoyable boss fight for a shoot ‘em up game, I have analyzed some boss fights from different kinds of games. […]

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Program: Game Design

Boss

Boss – A Design process
This week I have taken a first stab at designing the boss for our game. As I’ve mentioned in earlier posts, the boss is of very high importance to our game. Everything before you face it is simply practice, the boss itself is the main course.
So, in hopes of gaining some understanding into what makes an enjoyable boss fight for a shoot ‘em up game, I have analyzed some boss fights from different kinds of games. […]

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Program: Game Design

Playtesting

Playtesting – A Method of Reflection
This week we have been executing a playtest with our fellow peers in the Game Design course in hopes of getting an outside perspective on our game. As we now have an Alpha build, we wanted some insight into the controls and the user friendliness of it.
Our method was simple. We set out a computer running our game, we had one person documenting the behaviors the witnessed from the player and one person asking them […]

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Program: Game Design

Playtesting

Playtesting – A Method of Reflection
This week we have been executing a playtest with our fellow peers in the Game Design course in hopes of getting an outside perspective on our game. As we now have an Alpha build, we wanted some insight into the controls and the user friendliness of it.
Our method was simple. We set out a computer running our game, we had one person documenting the behaviors the witnessed from the player and one person asking them […]

/ Comments Off on Playtesting
Program: Game Design

Enemy Types

Enemy types – A design decision
Our game is fairly short and simple. The concept is that, as the player, you are supposed to kill a few enemies and then a boss to win the game. As such, we decided to use the enemies as “training practice” and make the boss the main event.
The player character has four features; movement and three kinds of attack. To help train the player in every attack, we created three different kinds of enemies. All were […]

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Program: Game Design

Enemy Types

Enemy types – A design decision
Our game is fairly short and simple. The concept is that, as the player, you are supposed to kill a few enemies and then a boss to win the game. As such, we decided to use the enemies as “training practice” and make the boss the main event.
The player character has four features; movement and three kinds of attack. To help train the player in every attack, we created three different kinds of enemies. All were […]

/ Comments Off on Enemy Types
Program: Game Design