Author Archives: William Persson
Week 5.
Week five was a somewhat slow week. With Adam not present and our communications-course on hold, we were given a challenge to create a finished concept-document based on randomly generated story and characters for our introductory game design course.
We made a team of 6 people, and set to work over the course of 2 days to do the assignment. I kept a developer diary on what everyone was doing, our more skilled graphical artists made art for our different characters […]
Week 5.
Week five was a somewhat slow week. With Adam not present and our communications-course on hold, we were given a challenge to create a finished concept-document based on randomly generated story and characters for our introductory game design course.
We made a team of 6 people, and set to work over the course of 2 days to do the assignment. I kept a developer diary on what everyone was doing, our more skilled graphical artists made art for our different characters […]
Week 5.
Week five was a somewhat slow week. With Adam not present and our communications-course on hold, we were given a challenge to create a finished concept-document based on randomly generated story and characters for our introductory game design course.
We made a team of 6 people, and set to work over the course of 2 days to do the assignment. I kept a developer diary on what everyone was doing, our more skilled graphical artists made art for our different characters […]
Week 5.
Week five was a somewhat slow week. With Adam not present and our communications-course on hold, we were given a challenge to create a finished concept-document based on randomly generated story and characters for our introductory game design course.
We made a team of 6 people, and set to work over the course of 2 days to do the assignment. I kept a developer diary on what everyone was doing, our more skilled graphical artists made art for our different characters […]
Week 4.
This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]
Week 4.
This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]
Week 4.
This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]
Week 4.
This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]
Week 3.
As week three comes to an end, so does another week full of exciting new ways to construct and design games.
At the first days of the week, we were given a lecture on pitch, documentation, and design documents, and the importance of these. By documenting the things we design, by keeping track of what we’re doing, it gets harder to get lost. There seems to be a heavy focus on getting us all used to writing academically, something I’m not […]
Week 3.
As week three comes to an end, so does another week full of exciting new ways to construct and design games.
At the first days of the week, we were given a lecture on pitch, documentation, and design documents, and the importance of these. By documenting the things we design, by keeping track of what we’re doing, it gets harder to get lost. There seems to be a heavy focus on getting us all used to writing academically, something I’m not […]
Week 3.
As week three comes to an end, so does another week full of exciting new ways to construct and design games.
At the first days of the week, we were given a lecture on pitch, documentation, and design documents, and the importance of these. By documenting the things we design, by keeping track of what we’re doing, it gets harder to get lost. There seems to be a heavy focus on getting us all used to writing academically, something I’m not […]
Week 3.
As week three comes to an end, so does another week full of exciting new ways to construct and design games.
At the first days of the week, we were given a lecture on pitch, documentation, and design documents, and the importance of these. By documenting the things we design, by keeping track of what we’re doing, it gets harder to get lost. There seems to be a heavy focus on getting us all used to writing academically, something I’m not […]
Week 2. MDA.
The second week on Gotland has been inspiring in a whole new array of ways. With the introduction of the MDA -framework came a whole new way to look at games as both a designer and a consumer. Why do I enjoy this game, what does it offer me as a player that inspire this type of emotion in me? How can I use this emotional response as a designer?
If I want to my players to enjoy fellowship fun in […]
Week 2. MDA.
The second week on Gotland has been inspiring in a whole new array of ways. With the introduction of the MDA -framework came a whole new way to look at games as both a designer and a consumer. Why do I enjoy this game, what does it offer me as a player that inspire this type of emotion in me? How can I use this emotional response as a designer?
If I want to my players to enjoy fellowship fun in […]
Week 2. MDA.
The second week on Gotland has been inspiring in a whole new array of ways. With the introduction of the MDA -framework came a whole new way to look at games as both a designer and a consumer. Why do I enjoy this game, what does it offer me as a player that inspire this type of emotion in me? How can I use this emotional response as a designer?
If I want to my players to enjoy fellowship fun in […]
Week 2. MDA.
The second week on Gotland has been inspiring in a whole new array of ways. With the introduction of the MDA -framework came a whole new way to look at games as both a designer and a consumer. Why do I enjoy this game, what does it offer me as a player that inspire this type of emotion in me? How can I use this emotional response as a designer?
If I want to my players to enjoy fellowship fun in […]
Week 1.
Monday 01/09 I was formally accepted as a student to uppsala university campus gotland.
It’s been incredibly educational only in the first week, which has consisted of the creation of dungeons and dragons characters, and the analysis of systems. The DnD character generation system is, to a beginner, complex but offers a wide range of adaption to outside input. One character might be useful for one situation, and another one completely useless. It all depends on the numbers that the system […]
Week 1.
Monday 01/09 I was formally accepted as a student to uppsala university campus gotland.
It’s been incredibly educational only in the first week, which has consisted of the creation of dungeons and dragons characters, and the analysis of systems. The DnD character generation system is, to a beginner, complex but offers a wide range of adaption to outside input. One character might be useful for one situation, and another one completely useless. It all depends on the numbers that the system […]