Author Archives: Nicklas Rosén
Blog comment #1
Link to original post: https://mateuszgamedesign.wordpress.com/2018/02/08/blog-1-scrum-documentation/
It is very clear what you have done and how it is done. I like that you have taken in what we have learned during the project management course and trying to implement it, by using MoSCoW. It is also very good that you are being agile and changing and adapting from the original scrum document we were provided with, to be able to do a better job.
Things to improve is to tell the reader the changes […]
Blog comment #1
Link to original post: https://mateuszgamedesign.wordpress.com/2018/02/08/blog-1-scrum-documentation/
It is very clear what you have done and how it is done. I like that you have taken in what we have learned during the project management course and trying to implement it, by using MoSCoW. It is also very good that you are being agile and changing and adapting from the original scrum document we were provided with, to be able to do a better job.
Things to improve is to tell the reader the changes […]
Blog comment #6
Link to original post: https://makingumibozu.wordpress.com/2018/03/20/post-mortem/
Hello Alec!
I am glad that you are happy outcome of the project and that you learned something in the process.
As you brought up the minimum viable product, it came to me that I never even had a thought of this during my teams project. To see that teams had difficulties with this, will hopefully help me in the long run as well, so thank you for bringing this up in advance.
One thing that confused me a little […]
Blog comment #6
Link to original post: https://makingumibozu.wordpress.com/2018/03/20/post-mortem/
Hello Alec!
I am glad that you are happy outcome of the project and that you learned something in the process.
As you brought up the minimum viable product, it came to me that I never even had a thought of this during my teams project. To see that teams had difficulties with this, will hopefully help me in the long run as well, so thank you for bringing this up in advance.
One thing that confused me a little […]
Blog post 6: The end result
Hello there. This will be the last blog post about the game development of “Depth”.
Depth is a side scroller, shoot ’em up game, where you play as a rookie submarine operator. While exploring the depths of a cave you encounter a giant monster. The goal is to avoid or shoot the enemies that tries to stop, blind and block you and escape the dark cave before the monster can reach you. Use the submarines light to find the way out […]
Blog post 6: The end result
Hello there. This will be the last blog post about the game development of “Depth”.
Depth is a side scroller, shoot ’em up game, where you play as a rookie submarine operator. While exploring the depths of a cave you encounter a giant monster. The goal is to avoid or shoot the enemies that tries to stop, blind and block you and escape the dark cave before the monster can reach you. Use the submarines light to find the way out […]
Blog comment #5
Link to original post: https://antonberglundgamedev.wordpress.com/2018/03/08/week-5-using-playtesting-during-development/
Hello Anton!
In the beginning of your blog post, you mention that you used internal playtesting, as well as external playtesting with other students or dedicated testers. When you mention these dedicated testers, I wonder who you mean. Are these random people that you got in contact with or are they friends and family that helped you out? Another question this brings, is how these playtesting sessions were preformed. Did you give them a questionnaire to fill out […]
Blog comment #5
Link to original post: https://antonberglundgamedev.wordpress.com/2018/03/08/week-5-using-playtesting-during-development/
Hello Anton!
In the beginning of your blog post, you mention that you used internal playtesting, as well as external playtesting with other students or dedicated testers. When you mention these dedicated testers, I wonder who you mean. Are these random people that you got in contact with or are they friends and family that helped you out? Another question this brings, is how these playtesting sessions were preformed. Did you give them a questionnaire to fill out […]
Blog post 5: Playtesting
Hello there.
This week I am going to talk about how playtesting has affected the development of the game “Depth”. During this course we had two different sessions of planned playtesting, where everyone in the course and teachers, tests all of the games in development. The first session was right before the alpha presentation and the second session was right before the beta presentation.
To do this, we used two computers with the then latest version of the game. When people came […]
Blog post 5: Playtesting
Hello there.
This week I am going to talk about how playtesting has affected the development of the game “Depth”. During this course we had two different sessions of planned playtesting, where everyone in the course and teachers, tests all of the games in development. The first session was right before the alpha presentation and the second session was right before the beta presentation.
To do this, we used two computers with the then latest version of the game. When people came […]
Blog comment #2
Link to original post: https://mateuszgamedesign.wordpress.com/2018/02/16/blog-2-the-alpha-presentation/
Hello there.
This was an interesting read, because there are big differences between how our groups decided to tackle this task. For example that you and the designer made a list together and that you made the presentation with continuous feedback from the group. Instead, my group sat together and made it in one meeting.
I agree with you, regarding the more difficult part of the presentation, with finding the parts that were satisfying and dissatisfying, since my group […]
Blog comment #2
Link to original post: https://mateuszgamedesign.wordpress.com/2018/02/16/blog-2-the-alpha-presentation/
Hello there.
This was an interesting read, because there are big differences between how our groups decided to tackle this task. For example that you and the designer made a list together and that you made the presentation with continuous feedback from the group. Instead, my group sat together and made it in one meeting.
I agree with you, regarding the more difficult part of the presentation, with finding the parts that were satisfying and dissatisfying, since my group […]
Blog comment #4
Link to original post: https://kristinastiskaite.wordpress.com/2018/03/01/4th-post-pressure-before-the-beta-presentation/
Hello Kristina.
I am sorry that you have had problems with sickness, etc. I hope the last couple of weeks will work better, so that you are able to finish and polish the game, so that it is like you want it.
When you mentioned how sickness has stopped you from having face to face daily stand up meetings and instead had it online, you say that there is no way for everyone to see the progress in unity. […]
Blog comment #4
Link to original post: https://kristinastiskaite.wordpress.com/2018/03/01/4th-post-pressure-before-the-beta-presentation/
Hello Kristina.
I am sorry that you have had problems with sickness, etc. I hope the last couple of weeks will work better, so that you are able to finish and polish the game, so that it is like you want it.
When you mentioned how sickness has stopped you from having face to face daily stand up meetings and instead had it online, you say that there is no way for everyone to see the progress in unity. […]
Blog post 4: Lack of motivation
Hello there.
This week I am going to talk about the biggest issue that my team, team Troll, has got in our development of the game “Depth”. That problem is lack of motivation. This problem have slowly been creeping up on the members of my team, the further we have gotten with the game and the closer we get to the next course. This was brought up by one of the graphics in my team and the other members agreed that […]
Blog post 4: Lack of motivation
Hello there.
This week I am going to talk about the biggest issue that my team, team Troll, has got in our development of the game “Depth”. That problem is lack of motivation. This problem have slowly been creeping up on the members of my team, the further we have gotten with the game and the closer we get to the next course. This was brought up by one of the graphics in my team and the other members agreed that […]
Blog comment #3
Link to original post: https://thedudeleo.wordpress.com/2018/02/22/blog-3-the-importance-of-sprint-retrospectives/
Hello Leo. Thank you for an interesting read.
I like that you explain what scrum is and why it is useful for you and your team. This makes it so that anyone can read what it is you are talking about and also refreshes the already knowledgeable person’s mind. It is also very good that you explain how the sprint retrospective works and bring up the three questions “What things should we stop doing? What should we start doing? What […]
Blog comment #3
Link to original post: https://thedudeleo.wordpress.com/2018/02/22/blog-3-the-importance-of-sprint-retrospectives/
Hello Leo. Thank you for an interesting read.
I like that you explain what scrum is and why it is useful for you and your team. This makes it so that anyone can read what it is you are talking about and also refreshes the already knowledgeable person’s mind. It is also very good that you explain how the sprint retrospective works and bring up the three questions “What things should we stop doing? What should we start doing? What […]
Blog post 3: Scrum
Hello there.
This week I am going to talk about how scrum has affected the project of creating the game “Depth”. As the project manager of the team, this has been immensely helpful. Reasons for this is that it helps with communication, since everyone knows what everyone is doing, has done and will do for the rest of the week/sprint. This way, I can have an easier time to analyze how I can help with problems that the team have and […]
Blog post 3: Scrum
Hello there.
This week I am going to talk about how scrum has affected the project of creating the game “Depth”. As the project manager of the team, this has been immensely helpful. Reasons for this is that it helps with communication, since everyone knows what everyone is doing, has done and will do for the rest of the week/sprint. This way, I can have an easier time to analyze how I can help with problems that the team have and […]
Blog post 2: Music
Hello there.
This week I’m going to talk about the process of finding the right music for the game “Depth”.
Because the game we are creating is supposed to be a survival horror game, the music is very important for the setting. Though we cannot just take any horror music we can find. Since most of the songs we could find are very slow paced, it will not fit with the theme of “last leg”, which means “RUN!”.
For the process of trying […]
Blog post 2: Music
Hello there.
This week I’m going to talk about the process of finding the right music for the game “Depth”.
Because the game we are creating is supposed to be a survival horror game, the music is very important for the setting. Though we cannot just take any horror music we can find. Since most of the songs we could find are very slow paced, it will not fit with the theme of “last leg”, which means “RUN!”.
For the process of trying […]
Blog Post 1 : Power up – Light
Hello there.
This week I’m going to talk about the design of the power up in the game “Depth”. This game concept was given as a choice to the students at Uppsala University, Campus Gotland, in the course Game Design 2, to create. Group Troll, which I am the project manager of, decided to create the game “Depth”. In the requirements, to get a passing grade, we had to include a power up, which this game concept was without. So it […]
Blog Post 1 : Power up – Light
Hello there.
This week I’m going to talk about the design of the power up in the game “Depth”. This game concept was given as a choice to the students at Uppsala University, Campus Gotland, in the course Game Design 2, to create. Group Troll, which I am the project manager of, decided to create the game “Depth”. In the requirements, to get a passing grade, we had to include a power up, which this game concept was without. So it […]