Browsing 'Graphics': Posts from Game Design and 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

How has playtesting affected the development of Umibōzu?

Playtesting is definitely one of the most important components when developing a game. Not only does playtesting provide confirmation whether or not standards or goals are being met, it also exposes the developers to different insights and perspectives that would end up unheard otherwise. In the following blog entry,  I will talk about how playtesting has affected the development of our game, Umibōzu.

How did we approach the playtests?
Whenever you conduct a playtest, you have to previously think […]

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Program: Graphics

How has playtesting affected the development of Umibōzu?

Playtesting is definitely one of the most important components when developing a game. Not only does playtesting provide confirmation whether or not standards or goals are being met, it also exposes the developers to different insights and perspectives that would end up unheard otherwise. In the following blog entry,  I will talk about how playtesting has affected the development of our game, Umibōzu.

How did we approach the playtests?
Whenever you conduct a playtest, you have to previously think […]

/ Comments Off on How has playtesting affected the development of Umibōzu?
Program: Graphics

Using data to improve Gameplay

There have been two official playtests conducted at Uppsala University Campus Gotland for this course of Game Design 2. We have used these playtesting opportunities to great effect, and the tools that have aided us most is the fundamentals that we were taught early in the course. Using the MDA we have throughout the project tried to keep our eyes focused on our Aesthetic goals. These goals define the feelings and the experiences we want the player to have while […]

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Program: Graphics

Using data to improve Gameplay

There have been two official playtests conducted at Uppsala University Campus Gotland for this course of Game Design 2. We have used these playtesting opportunities to great effect, and the tools that have aided us most is the fundamentals that we were taught early in the course. Using the MDA we have throughout the project tried to keep our eyes focused on our Aesthetic goals. These goals define the feelings and the experiences we want the player to have while […]

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Program: Graphics

Lycanthrope: Playtesting reflection

Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I will discuss my view on how playtesting has affected our development and how we went through with the testing itself, also if I think the result from the playtesting was useful or not
So how does the playtesting affect our development? Well it gives us a good benchmark to test […]

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Program: Graphics

Lycanthrope: Playtesting reflection

Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I will discuss my view on how playtesting has affected our development and how we went through with the testing itself, also if I think the result from the playtesting was useful or not
So how does the playtesting affect our development? Well it gives us a good benchmark to test […]

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Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

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Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

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Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

/ Comments Off on Playtests & Feedback
Program: Graphics

Playtests & Feedback

Playtesting is an important thing in part of any game development project to ensure a quality product, and without it you are designing and iterating in the dark. This can also be an example of what happens when playtests don’t go exactly as planned, which was what happened in our (Team Vampire’s) case.
Over the course of the production for Umibozu, we had to playtests which happened with a varying level of success. The Alpha only suffered from some minor issues […]

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Program: Graphics

Playtesting…1..2..3…

Alpha and Beta presentations are done and the clock is ticking for the final submission. Every group has implemented most of the assets and now the final polishing is underway. Like others, we are almost done, only left with a few tweaks and bug fixing.
Playtesting had played a very crucial role in the development of the game “Fear is in me”. The first playtest was an utter failure. In the first playtest session before the alpha presentation, our group could not […]

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Program: Graphics

Playtesting…1..2..3…

Alpha and Beta presentations are done and the clock is ticking for the final submission. Every group has implemented most of the assets and now the final polishing is underway. Like others, we are almost done, only left with a few tweaks and bug fixing.
Playtesting had played a very crucial role in the development of the game “Fear is in me”. The first playtest was an utter failure. In the first playtest session before the alpha presentation, our group could not […]

/ Comments Off on Playtesting…1..2..3…
Program: Graphics

Blog 5

Working with playtests and feedback
So the topic for this week is playtests, and for that I will tell you how we have playtested our game as well as how that affected.
Footage from the Alpha build of the game.
For the Alpha-playtest we had one enemy, one power-up and the player who can move and shoot. At this stage we had not yet implemented the fog system which is a key part of our game concept. Therefore it was difficult to ask […]

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Program: Graphics

Blog 5

Working with playtests and feedback
So the topic for this week is playtests, and for that I will tell you how we have playtested our game as well as how that affected.
Footage from the Alpha build of the game.
For the Alpha-playtest we had one enemy, one power-up and the player who can move and shoot. At this stage we had not yet implemented the fog system which is a key part of our game concept. Therefore it was difficult to ask […]

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Program: Graphics

Importance of playtesting

One of the most important parts of working scrum or agile in general is iteration, and one of the most important parts of iteration is feedback. How else would you know what to change and re-iterate? This is where playtesting comes in. It is one of the most important aspects of making high quality games, games where every single feature just feels polished and well thought out.
The playtesting settings we’ve had have provided our group with great feedback, not only […]

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Program: Graphics

Importance of playtesting

One of the most important parts of working scrum or agile in general is iteration, and one of the most important parts of iteration is feedback. How else would you know what to change and re-iterate? This is where playtesting comes in. It is one of the most important aspects of making high quality games, games where every single feature just feels polished and well thought out.
The playtesting settings we’ve had have provided our group with great feedback, not only […]

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Program: Graphics

Playtesting and how Sirens rose from exhaustion

When playtesting, having a clear focus and idea about what you want to test is vital. Our beta playtesting was focused in one aspect of the game: Powerups.

We couldn’t come to a conclusion of what would be best for the game, and in consequence to the player: Power-up as instant pickups, or power-ups as innate abilities that you could activate with the use of energy. Making a decision about this was important, as the design of animations and assets depended […]

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Program: Graphics

Playtesting and how Sirens rose from exhaustion

When playtesting, having a clear focus and idea about what you want to test is vital. Our beta playtesting was focused in one aspect of the game: Powerups.

We couldn’t come to a conclusion of what would be best for the game, and in consequence to the player: Power-up as instant pickups, or power-ups as innate abilities that you could activate with the use of energy. Making a decision about this was important, as the design of animations and assets depended […]

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Program: Graphics

Game Design journal 5

Mikael Ferroukhi
Date 08/03/18
 
During the production of my game Umibozu, me and my team has been through some heavy brainstorming sessions where we would decide what are the best ideas and solutions we can find to make our game the most enjoyable and close to his original aesthetic, all of this while keeping in mind our capacity and limitations to produce code and art.
The problem is that when you stay for too long with a group of 6 people and that […]

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Program: Graphics

Game Design journal 5

Mikael Ferroukhi
Date 08/03/18
 
During the production of my game Umibozu, me and my team has been through some heavy brainstorming sessions where we would decide what are the best ideas and solutions we can find to make our game the most enjoyable and close to his original aesthetic, all of this while keeping in mind our capacity and limitations to produce code and art.
The problem is that when you stay for too long with a group of 6 people and that […]

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Program: Graphics

Blog Post 5 – Playtesting

Playtesting has for our group been an experience that comes with a mixed bag of emotions. On one hand, its been a great experience to see people enjoying themselves while playing our game, and of course it feels great to receive positive feedback. On the other hand, we’ve during both of the playtesting sessions encountered bugs (not the buzzing kind) that we previously had never seen before. Luckily they haven’t rendered the game completely unplayable, but it still annoyed all […]

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Program: Graphics

Blog Post 5 – Playtesting

Playtesting has for our group been an experience that comes with a mixed bag of emotions. On one hand, its been a great experience to see people enjoying themselves while playing our game, and of course it feels great to receive positive feedback. On the other hand, we’ve during both of the playtesting sessions encountered bugs (not the buzzing kind) that we previously had never seen before. Luckily they haven’t rendered the game completely unplayable, but it still annoyed all […]

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Program: Graphics