Browsing 'Graphics': Posts from Game Design and Graphics
Post Mortem ; Teamp flytrap’s Umibozu
We been working with the game concept Umibozu for now two months and much has happened during the development of it. We have both had ups and downs during this period but we have pushed through and managed to make a game. A playable one at that. I am happy and proud of this simple fact because this is my first game and the first game for the rest of my team aswell.
I have learnt a lot in a very […]
Post Mortem ; Teamp flytrap’s Umibozu
We been working with the game concept Umibozu for now two months and much has happened during the development of it. We have both had ups and downs during this period but we have pushed through and managed to make a game. A playable one at that. I am happy and proud of this simple fact because this is my first game and the first game for the rest of my team aswell.
I have learnt a lot in a very […]
6. FEAR IS IN ME
We have now worked with the game Fear is in me for almost two months now and much have happened during the development of it. We have both had up and down during our work but what’s great about both is that we always had something to learn from it. Weather it was how not to do or how to do it helped us improve as designers together in one way or another.
The scrum method was new for all of […]
6. FEAR IS IN ME
We have now worked with the game Fear is in me for almost two months now and much have happened during the development of it. We have both had up and down during our work but what’s great about both is that we always had something to learn from it. Weather it was how not to do or how to do it helped us improve as designers together in one way or another.
The scrum method was new for all of […]
Dr Strangelove or: How I learned to Playtest and Love Iteration
– A Post-Mortem
What went right
We made a game, and it was playable. I am honestly proud of this simple fact.
We used the MDA and achieved something adjacent to the aesthetic goals. We cut features in the concept document that would not have aided those goals, and in general had a consideration for the player. Our goals were;
feeling of being overwhelmed
Constantly in Danger
Pressured
Fear of a relentless pursuer
We made assets that were regarded positively. We had a very cohesive visual design that […]
Dr Strangelove or: How I learned to Playtest and Love Iteration
– A Post-Mortem
What went right
We made a game, and it was playable. I am honestly proud of this simple fact.
We used the MDA and achieved something adjacent to the aesthetic goals. We cut features in the concept document that would not have aided those goals, and in general had a consideration for the player. Our goals were;
feeling of being overwhelmed
Constantly in Danger
Pressured
Fear of a relentless pursuer
We made assets that were regarded positively. We had a very cohesive visual design that […]
Postmortem of “Fear Is In Me”
Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.
The game surely had fewer bugs than it had in its beta presentation and its improvement […]
Postmortem of “Fear Is In Me”
Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.
The game surely had fewer bugs than it had in its beta presentation and its improvement […]
Postmortem
It has been a tough past 10 weeks for all of us, we have all been very busy trying to keep up with our sprints, we have argued between each other, we have planned, created and we have given our all. I am happy to say I am pleased with our game and all of the other ones. Good job to everyone!
1. The team
Personally I am pleased on how well we, Team Poltergeist, have worked together. We are a group […]
Postmortem
It has been a tough past 10 weeks for all of us, we have all been very busy trying to keep up with our sprints, we have argued between each other, we have planned, created and we have given our all. I am happy to say I am pleased with our game and all of the other ones. Good job to everyone!
1. The team
Personally I am pleased on how well we, Team Poltergeist, have worked together. We are a group […]
Insight #6 – Behemoth Postmortem
This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]
Insight #6 – Behemoth Postmortem
This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]
Postmortem: Umibozu
The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]
Postmortem: Umibozu
The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]
POSTMORTEM… 5SD064 HANNA AHO LIND
YOU WON!
Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion.
I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to […]
POSTMORTEM… 5SD064 HANNA AHO LIND
YOU WON!
Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion.
I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to […]
See you later boaty boat~
This is the last post for our shoot ‘em up. There have been good and bad times but surely a lot has been learned.
Our group has developed doing this project and some friendships has been made. We have had a lot of challenges about what is right and wrong and who has the last word for what. But I am grateful that we manage to make this game which I am somewhat pleased with, and that we […]
See you later boaty boat~
This is the last post for our shoot ‘em up. There have been good and bad times but surely a lot has been learned.
Our group has developed doing this project and some friendships has been made. We have had a lot of challenges about what is right and wrong and who has the last word for what. But I am grateful that we manage to make this game which I am somewhat pleased with, and that we […]
Development blog 6 – five blogs in one v2
Good morning all. As one of the artist in group Zombie. I am excited to present you my final development blog- 5 blogs in one! This time, I will conclude everything I have learned during the development of our Exploration game – Umibozu.
First, let me describe what work I have done. I have created animation for 3 different interactable game object. I have also created 4 different cutscenes to narrate the story. In the game design phrase, I have given my […]
Development blog 6 – five blogs in one v2
Good morning all. As one of the artist in group Zombie. I am excited to present you my final development blog- 5 blogs in one! This time, I will conclude everything I have learned during the development of our Exploration game – Umibozu.
First, let me describe what work I have done. I have created animation for 3 different interactable game object. I have also created 4 different cutscenes to narrate the story. In the game design phrase, I have given my […]
Entry #6: Wisdom, Knowledge and Teamwork
With the FINAL Presentation coming up this Thursday, it´s time for a retrospective view of what I have learned throughout this course. This is not just for the assignment itself, but I also believe it to be useful as a preparation for the upcoming Arcade Project, where we will essentially have to apply every single principle we have learned so far in order to succeed. Since we have already talked about Agile Scrum I will not go over it again. Let´s […]
Entry #6: Wisdom, Knowledge and Teamwork
With the FINAL Presentation coming up this Thursday, it´s time for a retrospective view of what I have learned throughout this course. This is not just for the assignment itself, but I also believe it to be useful as a preparation for the upcoming Arcade Project, where we will essentially have to apply every single principle we have learned so far in order to succeed. Since we have already talked about Agile Scrum I will not go over it again. Let´s […]
Comment #5
Hi Kristina!
Very concise post. I feel as if many of the Umibozu games share a similar challenge in getting the controls just right. This is an issue that just comes with the fact that the avatar is a boat. Animations are a very important part of making controls feel better. While it is technically just an illusion, it gives us something to visually justify why our avatar is moving in such a way. Animation placeholders may have helped you in […]
Comment #5
Hi Kristina!
Very concise post. I feel as if many of the Umibozu games share a similar challenge in getting the controls just right. This is an issue that just comes with the fact that the avatar is a boat. Animations are a very important part of making controls feel better. While it is technically just an illusion, it gives us something to visually justify why our avatar is moving in such a way. Animation placeholders may have helped you in […]