Author Archives: Merve Metinkol

About Merve Metinkol

2017 Graphics

Announcing Newspack by WordPress.com — A New Publishing Solution for News Organizations

Over the past 15 years, WordPress has grown to become the world’s most popular publishing platform for the open web — and it’s especially true for news organizations. Through WordPress.com and our enterprise service WordPress.com VIP, we’re proud to host sites for some of the most trusted names in journalism — from Time.com and CNN to FiveThirtyEight and Quartz, as well as individual sites for reporters and bloggers all around the globe.
Today we’re excited to announce […]

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Program: Graphics

Announcing Newspack by WordPress.com — A New Publishing Solution for News Organizations

Over the past 15 years, WordPress has grown to become the world’s most popular publishing platform for the open web — and it’s especially true for news organizations. Through WordPress.com and our enterprise service WordPress.com VIP, we’re proud to host sites for some of the most trusted names in journalism — from Time.com and CNN to FiveThirtyEight and Quartz, as well as individual sites for reporters and bloggers all around the globe.
Today we’re excited to announce […]

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Program: Graphics

#6 blog comment

Comment made on:
https://analauragamedesign.wordpress.com/2018/03/15/postmortem/comment-page-1/#comment-16
 
Comment:
Hello Ana,
First of all, congragulations on your game It really looks nice.
You have explained your development process step by step and the reasons behind the design decisions. Having many images also helps to understand easier
It should not be easy to work only 4 people. In such times working together with group members and understanding them better and making right design decisions become even more important. Because then there wouldn’t be much time to change […]

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Program: Graphics

#6 blog comment

Comment made on:
https://analauragamedesign.wordpress.com/2018/03/15/postmortem/comment-page-1/#comment-16
 
Comment:
Hello Ana,
First of all, congragulations on your game It really looks nice.
You have explained your development process step by step and the reasons behind the design decisions. Having many images also helps to understand easier
It should not be easy to work only 4 people. In such times working together with group members and understanding them better and making right design decisions become even more important. Because then there wouldn’t be much time to change […]

/ Comments Off on #6 blog comment
Program: Graphics

Postmortem

 
We are at the end of the road after several months’ hard work, being happy and satisfied for finishing Aetherial on time.
Making Aetherial has taught me many things both in and outside the art field. From the art perspective, I have learnt how to create assets that are coherent with the theme and the other artist’s work, the importance of picking the right colours, lighting/shadowing and animating. To be honest, animating was not my strongest side at start, and I […]

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Program: Graphics

Postmortem

 
We are at the end of the road after several months’ hard work, being happy and satisfied for finishing Aetherial on time.
Making Aetherial has taught me many things both in and outside the art field. From the art perspective, I have learnt how to create assets that are coherent with the theme and the other artist’s work, the importance of picking the right colours, lighting/shadowing and animating. To be honest, animating was not my strongest side at start, and I […]

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Program: Graphics

#5 blog comment

Comment made on the post:
https://lindakhamphoukeo.wordpress.com/2018/03/08/the-boaty-way-of-playtesting/comment-page-1/#comment-21
 
Comment:
This is a well written, professional text about playtesting. I also liked that you included a photo from the playtesting day.
The more people that test, the better, but 18 people sounds  enough to see what can be improved It is true that all people have different opinions on art (or game in general) but when something ‘really’ needs to be improved, or is really working well, it shows in feedback as common comments. […]

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Program: Graphics

#5 blog comment

Comment made on the post:
https://lindakhamphoukeo.wordpress.com/2018/03/08/the-boaty-way-of-playtesting/comment-page-1/#comment-21
 
Comment:
This is a well written, professional text about playtesting. I also liked that you included a photo from the playtesting day.
The more people that test, the better, but 18 people sounds  enough to see what can be improved It is true that all people have different opinions on art (or game in general) but when something ‘really’ needs to be improved, or is really working well, it shows in feedback as common comments. […]

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Program: Graphics

Playtesting

Playtesting is a very important part of the development step. It makes it possible to design flexible products by using the feedback gained during the development phase, in order to meet the players’ expectations. Playtesting can provide feedback for game on multiple levels; such as the game being mechanically balanced being fun or mechanics being compatible to theme. It is also good for having an outer perspective on the assets and can point to the problems that are unnoticed by the […]

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Program: Graphics

Playtesting

Playtesting is a very important part of the development step. It makes it possible to design flexible products by using the feedback gained during the development phase, in order to meet the players’ expectations. Playtesting can provide feedback for game on multiple levels; such as the game being mechanically balanced being fun or mechanics being compatible to theme. It is also good for having an outer perspective on the assets and can point to the problems that are unnoticed by the […]

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Program: Graphics

#4 blog comment

Comment made on the post:
https://moabruusart.wordpress.com/2018/03/01/blog-post-4-pine-trees/comment-page-1/#comment-10
Comment:
I like how you explained your drawing method step by step. It is always interesting to hear how other people draw, and can teach one new things too. I googled the taiga forest, didn’t know how they look  they look pretty nice, good idea to use them.
It seems you have taken everything in consideration before you start drawing, it should have saved you a lot of time. I have made some parts in our game […]

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Program: Graphics

#4 blog comment

Comment made on the post:
https://moabruusart.wordpress.com/2018/03/01/blog-post-4-pine-trees/comment-page-1/#comment-10
Comment:
I like how you explained your drawing method step by step. It is always interesting to hear how other people draw, and can teach one new things too. I googled the taiga forest, didn’t know how they look  they look pretty nice, good idea to use them.
It seems you have taken everything in consideration before you start drawing, it should have saved you a lot of time. I have made some parts in our game […]

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Program: Graphics

Jellyfish on the Move

This week I would like to talk about the design and animation process of our second enemy, the jellyfish.
The enemy jellyfish has normal movement speed, low damage and has melee attack. It also latches onto the player avatar and slows it. I liked the idea of a jellyfish gliding in the sky because of its natural movement pattern. And thought the leg and tentacle movement would look aesthetic.
I started the design process by looking up several jellyfish types, and came […]

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Program: Graphics

Jellyfish on the Move

This week I would like to talk about the design and animation process of our second enemy, the jellyfish.
The enemy jellyfish has normal movement speed, low damage and has melee attack. It also latches onto the player avatar and slows it. I liked the idea of a jellyfish gliding in the sky because of its natural movement pattern. And thought the leg and tentacle movement would look aesthetic.
I started the design process by looking up several jellyfish types, and came […]

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Program: Graphics

#3 blog comment

Comment made on the post:
https://gameblogbyaderlund.wordpress.com/2018/02/22/hello-scrum/
 
Comment:
You have explained clearly how you work with scrum, and its benefits you and your group. And so far it seems to do you good!  It is very important to have clear communication between the group members, and make sure everyone is on the same track and pace.
I also have the problem of not being able to estimate the work hours correctly. Once I think it would take only 1 hour, it can end up […]

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Program: Graphics

#3 blog comment

Comment made on the post:
https://gameblogbyaderlund.wordpress.com/2018/02/22/hello-scrum/
 
Comment:
You have explained clearly how you work with scrum, and its benefits you and your group. And so far it seems to do you good!  It is very important to have clear communication between the group members, and make sure everyone is on the same track and pace.
I also have the problem of not being able to estimate the work hours correctly. Once I think it would take only 1 hour, it can end up […]

/ Comments Off on #3 blog comment
Program: Graphics

#1 blog comment

Comment made on the post:
https://robertouublog.wordpress.com/2018/02/08/insight-1-setting-the-scene/
 
Comment:
It is true that dividing the screen to lanes creates the illusion of an attack front. 4 is a good number in that case, less would be too little and more would be too much. Enemy movement pattern (moving most of the time in their path, and rarely changing) seems to be suitable for the front feeling too. It would also help player to grasp the mechanics easier and focus on the progress more, […]

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Program: Graphics

#1 blog comment

Comment made on the post:
https://robertouublog.wordpress.com/2018/02/08/insight-1-setting-the-scene/
 
Comment:
It is true that dividing the screen to lanes creates the illusion of an attack front. 4 is a good number in that case, less would be too little and more would be too much. Enemy movement pattern (moving most of the time in their path, and rarely changing) seems to be suitable for the front feeling too. It would also help player to grasp the mechanics easier and focus on the progress more, […]

/ Comments Off on #1 blog comment
Program: Graphics

#2 blog comment

Comment made on the post:
https://isakmansen.wordpress.com/2018/02/15/sky-slug-on-the-move/
 
Comment:
Our group is also working on Aetherial. It is nice to see a different and interesting variation of sky slug 
Your improved enemy design indeed looks better. It has an easier feeling for the eye both by color and shapes, and is of course easier for you to animate Just there is one confusing part in the body colors of the new character. It seems the light is coming from the top, and all the other […]

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Program: Graphics

#2 blog comment

Comment made on the post:
https://isakmansen.wordpress.com/2018/02/15/sky-slug-on-the-move/
 
Comment:
Our group is also working on Aetherial. It is nice to see a different and interesting variation of sky slug 
Your improved enemy design indeed looks better. It has an easier feeling for the eye both by color and shapes, and is of course easier for you to animate Just there is one confusing part in the body colors of the new character. It seems the light is coming from the top, and all the other […]

/ Comments Off on #2 blog comment
Program: Graphics

Working with Scrum

This week I will talk about how scrum affected our development.
As you know scrum is a framework for team collaboration on complex software projects. It involves the scrum master and the team to work together, and provide effective results in a short period of time. The below graphic briefly describes how the scrum works.

In light of the info above, we have been having sprint planning on Monday, stand up meetings from Tuesday to Thursday and sprint review on Friday. Sprint […]

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Program: Graphics

Working with Scrum

This week I will talk about how scrum affected our development.
As you know scrum is a framework for team collaboration on complex software projects. It involves the scrum master and the team to work together, and provide effective results in a short period of time. The below graphic briefly describes how the scrum works.

In light of the info above, we have been having sprint planning on Monday, stand up meetings from Tuesday to Thursday and sprint review on Friday. Sprint […]

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Program: Graphics

Enemy Movement Design

In this post I would like to talk about the movement design of our bird enemy.
The bird enemy is the first and the weakest that a player counters. It flies in a covey and moves slow compared to the other enemies. It shoots projectiles when afar, and does an electric attack when closeby. The enemy has different spawn points at the right side of the screen, flying towards the player avatar on the left. It uses all the game field […]

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Program: Graphics

Enemy Movement Design

In this post I would like to talk about the movement design of our bird enemy.
The bird enemy is the first and the weakest that a player counters. It flies in a covey and moves slow compared to the other enemies. It shoots projectiles when afar, and does an electric attack when closeby. The enemy has different spawn points at the right side of the screen, flying towards the player avatar on the left. It uses all the game field […]

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Program: Graphics