Browsing 'Graphics': Posts from Game Design and Graphics

Post Mortem

Overall, Friendship Down turned out surprisingly as planned; the final product shipped with all intended features implemented. The final game is a 2.5D side scrolling shooter where the player is able to move, fire projectiles, and to activate a shield to block enemy shots. Additionally, the powerups of the game come in the form of allied NPCs (referred to as ”Friends”) that aid the player in defeating the incoming waves of enemies. The difficulty of the game was designed in […]

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Program: Graphics

Post Mortem

Overall, Friendship Down turned out surprisingly as planned; the final product shipped with all intended features implemented. The final game is a 2.5D side scrolling shooter where the player is able to move, fire projectiles, and to activate a shield to block enemy shots. Additionally, the powerups of the game come in the form of allied NPCs (referred to as ”Friends”) that aid the player in defeating the incoming waves of enemies. The difficulty of the game was designed in […]

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Program: Graphics

Postmortem

 
We are at the end of the road after several months’ hard work, being happy and satisfied for finishing Aetherial on time.
Making Aetherial has taught me many things both in and outside the art field. From the art perspective, I have learnt how to create assets that are coherent with the theme and the other artist’s work, the importance of picking the right colours, lighting/shadowing and animating. To be honest, animating was not my strongest side at start, and I […]

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Program: Graphics

Postmortem

 
We are at the end of the road after several months’ hard work, being happy and satisfied for finishing Aetherial on time.
Making Aetherial has taught me many things both in and outside the art field. From the art perspective, I have learnt how to create assets that are coherent with the theme and the other artist’s work, the importance of picking the right colours, lighting/shadowing and animating. To be honest, animating was not my strongest side at start, and I […]

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Program: Graphics

Blog Comment 5

Hi!
It is nice to hear that you were able to be present during at least one playtest session, so you did not go all without good but as of course also bad critique/feedback.
One conclusion I drew myself from the playtesting is that not all feedback is good feedback and I think it is nice that you manage to fight through all the hate and sit down and work with the good feedback instead. Some people have very specific cravings when […]

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Program: Graphics

Blog Comment 5

Hi!
It is nice to hear that you were able to be present during at least one playtest session, so you did not go all without good but as of course also bad critique/feedback.
One conclusion I drew myself from the playtesting is that not all feedback is good feedback and I think it is nice that you manage to fight through all the hate and sit down and work with the good feedback instead. Some people have very specific cravings when […]

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Program: Graphics

Comment 5

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Program: Graphics

Comment 5

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Program: Graphics

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 […]

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Program: Graphics

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 […]

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Program: Graphics

Blog #5 Playtesting

Testing you game is something that’s really important to do while creating a game. As developers it’s very easy to stare yourself blind on a project you’ve been working on for a long time. Getting someone’s clear eyes on mind to help you see flaws and strengths of your product can help you stay focused on what’s really important. As well as finding unseen errors.
In this projects we’ve had two playtests so far, one before alpha- and one before beta […]

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Program: Graphics

Blog #5 Playtesting

Testing you game is something that’s really important to do while creating a game. As developers it’s very easy to stare yourself blind on a project you’ve been working on for a long time. Getting someone’s clear eyes on mind to help you see flaws and strengths of your product can help you stay focused on what’s really important. As well as finding unseen errors.
In this projects we’ve had two playtests so far, one before alpha- and one before beta […]

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Program: Graphics

Critique 5: Felix Rahm

https://felixrahmvideogameblog.wordpress.com/2018/03/08/player-feedback/comment-page-1/#comment-22
 
Very interesting post! I like how you start by giving a quick background and thoughts about playtesting and feedback in general as it helps to understand your point of view on that matter and as a reader to figure out where you are going with your post.
I agree with you on the fact that art is often looked over when it comes to critique as testers either don’t feel like they have the authority to comment on that […]

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Program: Graphics

Critique 5: Felix Rahm

https://felixrahmvideogameblog.wordpress.com/2018/03/08/player-feedback/comment-page-1/#comment-22
 
Very interesting post! I like how you start by giving a quick background and thoughts about playtesting and feedback in general as it helps to understand your point of view on that matter and as a reader to figure out where you are going with your post.
I agree with you on the fact that art is often looked over when it comes to critique as testers either don’t feel like they have the authority to comment on that […]

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Program: Graphics

5. How did playtesting help us in our development of our game?

Since the start of our project we have had two playtesting sessions with the rest of the Game design students where we tried out each others games and give each other helpful information. We met in a big classroom and set our game and a form with questions up before we started to mingle around trying out other groups work.
Both of the sessions could have been helpful for our project but sadly we had to drop of the the […]

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Program: Graphics

5. How did playtesting help us in our development of our game?

Since the start of our project we have had two playtesting sessions with the rest of the Game design students where we tried out each others games and give each other helpful information. We met in a big classroom and set our game and a form with questions up before we started to mingle around trying out other groups work.
Both of the sessions could have been helpful for our project but sadly we had to drop of the the […]

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Program: Graphics

Comment Archives: Week #5 – Yinsong Hong, Team Flytrap

Seeing everyone’s games and the work they put into them was probably my favorite part of the playtesting as well.
It is good that you mentioned the feedback from alpha regarding the floodlight and power-up, however it would have be interesting to know how that feedback was applied in the beta. On a similar note, you talked about that you know what to polish for gold, however you did not expand on that. Even just one example would make a substantial […]

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Program: Graphics

Comment Archives: Week #5 – Yinsong Hong, Team Flytrap

Seeing everyone’s games and the work they put into them was probably my favorite part of the playtesting as well.
It is good that you mentioned the feedback from alpha regarding the floodlight and power-up, however it would have be interesting to know how that feedback was applied in the beta. On a similar note, you talked about that you know what to polish for gold, however you did not expand on that. Even just one example would make a substantial […]

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Program: Graphics

comment #5

Hey Natali,
It seems like you’ve really gotten good value out of these playtestings and that you’ve realized how important you consider them. It’s very clear what you’re communicating, but I would have loved to see something more concrete. You’re writing about giving the players a reason to use the swarm function and then a reason not to use it. I think it would be super interesting to see what the changes actually were, so that if I’m caught in that […]

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Program: Graphics

comment #5

Hey Natali,
It seems like you’ve really gotten good value out of these playtestings and that you’ve realized how important you consider them. It’s very clear what you’re communicating, but I would have loved to see something more concrete. You’re writing about giving the players a reason to use the swarm function and then a reason not to use it. I think it would be super interesting to see what the changes actually were, so that if I’m caught in that […]

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Program: Graphics

Blog Comment:5

Alexander Saleteg
Hi Alexander!
Your text started with printing a clear picture by presenting the different aspects and avatars of your game, but you could still have explained your game concept a bit more.
It was smart to recorde the playtesters voices, because the way someone says something can be just as important as what they are saying. Since your group was missing one very important aspects for your game and then choose to focus your questions on more of the mechanics instead […]

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Program: Graphics

Blog Comment:5

Alexander Saleteg
Hi Alexander!
Your text started with printing a clear picture by presenting the different aspects and avatars of your game, but you could still have explained your game concept a bit more.
It was smart to recorde the playtesters voices, because the way someone says something can be just as important as what they are saying. Since your group was missing one very important aspects for your game and then choose to focus your questions on more of the mechanics instead […]

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Program: Graphics

Blog Comment:4

William Teurnell
Hi William!
I really love that you took the time to implement the gif of your enemy characters, it lets the reader clearly see the use and differences of your enemy characters, I picture says more than a thousand words. But putting any boss fifth on delay you show that your time was well spent by working so thoroughly on the enemy units. You even gave the different enemies different cooler scheme to represent their role. Plain silver (the basic […]

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Program: Graphics

Blog Comment:4

William Teurnell
Hi William!
I really love that you took the time to implement the gif of your enemy characters, it lets the reader clearly see the use and differences of your enemy characters, I picture says more than a thousand words. But putting any boss fifth on delay you show that your time was well spent by working so thoroughly on the enemy units. You even gave the different enemies different cooler scheme to represent their role. Plain silver (the basic […]

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Program: Graphics