Author Archives: Raileanu Petrut
Comment #6: Felix Rahm
https://felixrahmvideogameblog.wordpress.com/2018/03/22/postmortem-on-behemoth/comment-page-1/#comment-27
Hey Felix!
Overall I think that the post mortem report that you wrote clearly describes the struggles that many of us, game design students, can relate to. Firstly, having to go through the development process with having all the graphical responsibility on your shoulders, might prove quite the challenge,especially on your first video game project But nevertheless, you managed to pull through and do a really great job. I really enjoyed the animations that you created for Behemoth and […]
Comment #6: Felix Rahm
https://felixrahmvideogameblog.wordpress.com/2018/03/22/postmortem-on-behemoth/comment-page-1/#comment-27
Hey Felix!
Overall I think that the post mortem report that you wrote clearly describes the struggles that many of us, game design students, can relate to. Firstly, having to go through the development process with having all the graphical responsibility on your shoulders, might prove quite the challenge,especially on your first video game project But nevertheless, you managed to pull through and do a really great job. I really enjoyed the animations that you created for Behemoth and […]
Post Mortem
After nine weeks of continuous frustration, hard work and dedication, the Aetherial video game was finally realized. It took a lot of determination from every team member, but in the end the results paid off. Our group managed to finish the development of the shoot ‘em up project in time and the upcoming gradings will show if we succeeded or not in fulfilling the requirements.
During the process of development, I managed to encounter many unexpected difficulties that could have resulted […]
Post Mortem
After nine weeks of continuous frustration, hard work and dedication, the Aetherial video game was finally realized. It took a lot of determination from every team member, but in the end the results paid off. Our group managed to finish the development of the shoot ‘em up project in time and the upcoming gradings will show if we succeeded or not in fulfilling the requirements.
During the process of development, I managed to encounter many unexpected difficulties that could have resulted […]
Comment #5: Marie Colin
https://mariecolingotland.wordpress.com/2018/03/07/playtesting/comment-page-1/#comment-11
Hey Marie!
I really enjoyed reading your blog post about playtesting and how it helped you in making decisions regarding the development. I have always liked the idea you and your group was pushing forward in terms of the aesthetics for the game.
Unlike other versions of Umibozu that I have seen, the way you have implemented the paper textures and the book pages concept, made it very unique. I also appreciate how you took every feedback you […]
Comment #5: Marie Colin
https://mariecolingotland.wordpress.com/2018/03/07/playtesting/comment-page-1/#comment-11
Hey Marie!
I really enjoyed reading your blog post about playtesting and how it helped you in making decisions regarding the development. I have always liked the idea you and your group was pushing forward in terms of the aesthetics for the game.
Unlike other versions of Umibozu that I have seen, the way you have implemented the paper textures and the book pages concept, made it very unique. I also appreciate how you took every feedback you […]
Playtesting
Having our game played by other students has been a great opportunity for us to receive a lot of constructive feedback, which was taken into consideration and later analyzed in order to make the right adjustments to the game mechanics in accordance with the advice we received following the playtesting session. Being one of the developers of a video game means that you often get the opportunity to playtest it in the hopes of finding bugs or other strange behaviors […]
Playtesting
Having our game played by other students has been a great opportunity for us to receive a lot of constructive feedback, which was taken into consideration and later analyzed in order to make the right adjustments to the game mechanics in accordance with the advice we received following the playtesting session. Being one of the developers of a video game means that you often get the opportunity to playtest it in the hopes of finding bugs or other strange behaviors […]
Comment #4: Ellen Wetterholm
https://buriburifarm.wordpress.com/2018/03/01/animation-cycles/
Hej!
Reading your posts feels like being part of whatever you are doing, they make the reader feel like going through the same troubles along the process as you do, which makes them become more active, rather than just a passive reader or a responsible and conscious Graphics minor reading this because they must. It also feels very relatable because, as you have already touched on, we are all amateur designers and we are continuously seeking ways and methods to […]
Comment #4: Ellen Wetterholm
https://buriburifarm.wordpress.com/2018/03/01/animation-cycles/
Hej!
Reading your posts feels like being part of whatever you are doing, they make the reader feel like going through the same troubles along the process as you do, which makes them become more active, rather than just a passive reader or a responsible and conscious Graphics minor reading this because they must. It also feels very relatable because, as you have already touched on, we are all amateur designers and we are continuously seeking ways and methods to […]
Background layering
Entry Journal 2018/03/01
In this week’s blog post I will be touching upon the background sprites that I have created for Aetherial. As you probably know by now, the game me and my group are developing is a 2D side scrolling shoot em up, where the player controls a flying vessel that shoots down aliens from the sky.
In order to create the feeling of depth, the background had to be drawn by using multiple layers of content. Much as in the […]
Background layering
Entry Journal 2018/03/01
In this week’s blog post I will be touching upon the background sprites that I have created for Aetherial. As you probably know by now, the game me and my group are developing is a 2D side scrolling shoot em up, where the player controls a flying vessel that shoots down aliens from the sky.
In order to create the feeling of depth, the background had to be drawn by using multiple layers of content. Much as in the […]
Comment #3: Carl Leong
https://carlgraphicscourse.wordpress.com/2018/02/22/the-scrumptious-parts-of-scrum/
Hi Carl!
Overall I liked your blog post describing the way the SCRUM method works for you and I generally share the same feelings regarding this subject. However, when referring to how the development method is based upon previous cycles I find it quite hard understanding the issue of not being able to work on specific goals until the sprint is completed. From my point of view the whole basis of Agile planning is to revisit some of the items, […]
Comment #3: Carl Leong
https://carlgraphicscourse.wordpress.com/2018/02/22/the-scrumptious-parts-of-scrum/
Hi Carl!
Overall I liked your blog post describing the way the SCRUM method works for you and I generally share the same feelings regarding this subject. However, when referring to how the development method is based upon previous cycles I find it quite hard understanding the issue of not being able to work on specific goals until the sprint is completed. From my point of view the whole basis of Agile planning is to revisit some of the items, […]
Comment #2: Alexander Sinn
https://shirovfx.wordpress.com/2018/02/15/creating-an-unfogettable-ambient/
Hallo!
This blog entry is very cool! The way you describe what you are doing is both a narrative and a technical description, which is very pleasant and enjoyable to read. You describe very nicely each step that leads to the final decision and seeing that you are not really content with the result (even though the fog looks pretty damn nice and it expresses a lot of feeling), but you are eager to improve in the future […]
Comment #2: Alexander Sinn
https://shirovfx.wordpress.com/2018/02/15/creating-an-unfogettable-ambient/
Hallo!
This blog entry is very cool! The way you describe what you are doing is both a narrative and a technical description, which is very pleasant and enjoyable to read. You describe very nicely each step that leads to the final decision and seeing that you are not really content with the result (even though the fog looks pretty damn nice and it expresses a lot of feeling), but you are eager to improve in the future […]
Comment #1: Mikael Ferroukhi
https://gamedesignbugbear998722415.wordpress.com/2018/02/07/game-design-journal-1/
Bonsoir, monsieur!
I have really enjoyed reading this blog entry. The writing style is very concise, explanatory, and easy to understand, which I think makes your post accessible to a larger group of people, not necessarily just your group members or other Game Design students. You present a clear explanation of the process behind coming up with this idea, even though I would have liked to read more about the decision of using contrasting designs to express different […]
Comment #1: Mikael Ferroukhi
https://gamedesignbugbear998722415.wordpress.com/2018/02/07/game-design-journal-1/
Bonsoir, monsieur!
I have really enjoyed reading this blog entry. The writing style is very concise, explanatory, and easy to understand, which I think makes your post accessible to a larger group of people, not necessarily just your group members or other Game Design students. You present a clear explanation of the process behind coming up with this idea, even though I would have liked to read more about the decision of using contrasting designs to express different […]
Nothing to see here
Today I am going to touch upon the framework that has helped us successfully progress in creating our game, Aetherial. The thing that has our backs all the time and keeps us all organized and continuously engaged with the game is Scrum.
Scrum is an agile framework used in product development, where teams make use of sprint goals in order to achieve a common goal. Each product is divided into user stories, which are a representation of what the team expects from […]
Nothing to see here
Today I am going to touch upon the framework that has helped us successfully progress in creating our game, Aetherial. The thing that has our backs all the time and keeps us all organized and continuously engaged with the game is Scrum.
Scrum is an agile framework used in product development, where teams make use of sprint goals in order to achieve a common goal. Each product is divided into user stories, which are a representation of what the team expects from […]
Animations!
Entry Journal 2018/02/15
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]
Animations!
Entry Journal 2018/02/15
Today’s topic is about the animations that were made for Aetherial, the game that me and my group are developing. In this week’s sprint planning we went over the milestones that had to be reached before the Alpha Presentation deadline on Thursday, as well as the crucial requirements that the game has to fulfill in order to consider it successful, once of which was the power up ability. In the case of Aetherial, this attribute meant that the […]
What now?
Entry Journal 2018/02/08
During the past week, me and my group have worked on a game called Aetherial (concept designed by Team Vampire). A shoot’em up project loosely based on the Disney movie Treasure Planet and with some influences from the steampunk art style. At the first week’s sprint planning, I (as a graphic student) got assigned with figuring out how the player avatar was going to look like. Guess what this week’s entry journal is going to be about!
Aetherial takes place in a […]
What now?
Entry Journal 2018/02/08
During the past week, me and my group have worked on a game called Aetherial (concept designed by Team Vampire). A shoot’em up project loosely based on the Disney movie Treasure Planet and with some influences from the steampunk art style. At the first week’s sprint planning, I (as a graphic student) got assigned with figuring out how the player avatar was going to look like. Guess what this week’s entry journal is going to be about!
Aetherial takes place in a […]