Browsing 'Game Design': Posts from either of the Game Design programs
Blog comment 18-02-27
Blog:
https://clementpirelli.wordpress.com/2018/02/22/5sd064-blog-post-3-scrum/
Comment:
Hi, it is nice to read and comment on your blog. After reading your blog, I felt like I misunderstand this assignment, I might need to rewrite my blog again… I have written my whole blog to explain how scrum works in a team. But anyway, let’s get back to your blog. It is good to write both the good and bad influence that scrum brings to your group. To be honest, I have the same feeling with […]
Blog comment 18-02-27
Blog:
https://clementpirelli.wordpress.com/2018/02/22/5sd064-blog-post-3-scrum/
Comment:
Hi, it is nice to read and comment on your blog. After reading your blog, I felt like I misunderstand this assignment, I might need to rewrite my blog again… I have written my whole blog to explain how scrum works in a team. But anyway, let’s get back to your blog. It is good to write both the good and bad influence that scrum brings to your group. To be honest, I have the same feeling with […]
Blog comment 18-02-20
Bolg:
http://blog.erikrosenberg.se/2018/02/15/post-2-using-play-testing-feedback/
Comment:
Hi, Eric! It is really nice to read your blog! Also, I really liked the part that you quoted from the MDA framework and the book Fundamental of Game Design. This is a great way to combine your ideas with the ideas in this book or the MDA framework.
In this blog post, you mentioned three main feedback that you got from the playtesting. Through this, I see that you have a really good summary of feedbacks, but it […]
Blog comment 18-02-20
Bolg:
http://blog.erikrosenberg.se/2018/02/15/post-2-using-play-testing-feedback/
Comment:
Hi, Eric! It is really nice to read your blog! Also, I really liked the part that you quoted from the MDA framework and the book Fundamental of Game Design. This is a great way to combine your ideas with the ideas in this book or the MDA framework.
In this blog post, you mentioned three main feedback that you got from the playtesting. Through this, I see that you have a really good summary of feedbacks, but it […]
Week #6 – The Postmortem
What is the end result and what have you learnt?
A tough question to answer outright, but since so much has changed within the last ten weeks I hope I can outline what I have learnt and the end results of my first game project.
I spent most of my time working on the project in tandem with learning Unity as we went along. Every problem we faced in the production phase was a new challenge for my fellow programmer and I […]
Week #6 – The Postmortem
What is the end result and what have you learnt?
A tough question to answer outright, but since so much has changed within the last ten weeks I hope I can outline what I have learnt and the end results of my first game project.
I spent most of my time working on the project in tandem with learning Unity as we went along. Every problem we faced in the production phase was a new challenge for my fellow programmer and I […]
Postmortem: Aetherial Archon
It’s been a rough road and a hectic ten weeks (especially the last one) but team Archon managed to pull together and complete our game. Am i happy with how the game turned out? As a whole I don’t dislike how the game turned out, I am however dissatisfied with my own lack of contribution. I have spent the most of the ten weeks trying to figure out what my role as lead designer meant to me and the team. […]
Postmortem: Aetherial Archon
It’s been a rough road and a hectic ten weeks (especially the last one) but team Archon managed to pull together and complete our game. Am i happy with how the game turned out? As a whole I don’t dislike how the game turned out, I am however dissatisfied with my own lack of contribution. I have spent the most of the ten weeks trying to figure out what my role as lead designer meant to me and the team. […]
Postmortem
After eight weeks of teamwork and every group members’ efforts, we finally completed the development of this shoot’em up game. I believe that everyone has learned something that they can help themselves in future studies or work from this experience. I also believe that everyone is eager and ambitious for the next arcade game project.
This is a menu screenshot of the final version of our game:
I can say that our team and I are satisfied with the final version of our game.
Similarly, we […]
Postmortem
After eight weeks of teamwork and every group members’ efforts, we finally completed the development of this shoot’em up game. I believe that everyone has learned something that they can help themselves in future studies or work from this experience. I also believe that everyone is eager and ambitious for the next arcade game project.
This is a menu screenshot of the final version of our game:
I can say that our team and I are satisfied with the final version of our game.
Similarly, we […]
Umibōzu – Post Mortem
My name is Hampus Bergström and I was the game designer for team Wendigo. For our course “Game Design 2: Game Development” here at the university we were instructed to create a 2D Shoot ‘em up game in small teams while working within the Scrum workflow. We had to choose a game concept that other students had come up with during our last course, we chose the game concept of Umibōzu. Umibōzu is a game set 18th century Japan were […]
Umibōzu – Post Mortem
My name is Hampus Bergström and I was the game designer for team Wendigo. For our course “Game Design 2: Game Development” here at the university we were instructed to create a 2D Shoot ‘em up game in small teams while working within the Scrum workflow. We had to choose a game concept that other students had come up with during our last course, we chose the game concept of Umibōzu. Umibōzu is a game set 18th century Japan were […]
Postmortem
Hello everyone!
So our project to create a Shoot Em’ Up game as come to an end!
Our team decided to create the game Umibozu, like many others.. Fist of all, deciding to create a game which a lot of classmates also chose to create had its perks and cons. It was i bit boring to be just one of many, to not be unique in a way, but from learning perspective I highly recommend it. When you create a game with […]
Postmortem
Hello everyone!
So our project to create a Shoot Em’ Up game as come to an end!
Our team decided to create the game Umibozu, like many others.. Fist of all, deciding to create a game which a lot of classmates also chose to create had its perks and cons. It was i bit boring to be just one of many, to not be unique in a way, but from learning perspective I highly recommend it. When you create a game with […]
Postmortem
At the start of this project, our group had some issues when it came to deciding on how we wanted the game to look and whether or not we wanted to stick to the original concept document. After some short discussions, we decided that we would try and stick to the original concept as much as possible. Since some many other groups had also chosen Umibozu and we figured that they would be moving away from the original concept in order to […]
Postmortem
At the start of this project, our group had some issues when it came to deciding on how we wanted the game to look and whether or not we wanted to stick to the original concept document. After some short discussions, we decided that we would try and stick to the original concept as much as possible. Since some many other groups had also chosen Umibozu and we figured that they would be moving away from the original concept in order to […]
Commenting! #5
Here’s the comment I posted to Leo’s post about playtesting and how it shaped one of core mechanics:
Impressive, Léo.
You managed to include many different aspects of the playtesting in a single post very coherently. Starting from the Adam’s theory – a background, that is; through gathering data, ending up with the final results and conclusion. Reading a post structured like that was very easy and enjoyable. You also avoided a problem that I noticed many people make […]
Commenting! #5
Here’s the comment I posted to Leo’s post about playtesting and how it shaped one of core mechanics:
Impressive, Léo.
You managed to include many different aspects of the playtesting in a single post very coherently. Starting from the Adam’s theory – a background, that is; through gathering data, ending up with the final results and conclusion. Reading a post structured like that was very easy and enjoyable. You also avoided a problem that I noticed many people make […]
Post Mortem Shoot ‘em Up
Greetings once again!
This week I will discuss the overall result of the 10 weeks of production that went into our Shoot ‘em Up game ”Beelonging”. My role in the project was Lead Programmer.
The game was a ”Side-Scrolling” shooter in which you played as a Bee and was hindered on your way to the beehive by enemies such as Flies, Spiders, Wasps, and Dragonflies. The game included a scoring system and a power-up mechanic in the form of a formation as […]
Post Mortem Shoot ‘em Up
Greetings once again!
This week I will discuss the overall result of the 10 weeks of production that went into our Shoot ‘em Up game ”Beelonging”. My role in the project was Lead Programmer.
The game was a ”Side-Scrolling” shooter in which you played as a Bee and was hindered on your way to the beehive by enemies such as Flies, Spiders, Wasps, and Dragonflies. The game included a scoring system and a power-up mechanic in the form of a formation as […]
Comment #6
Hey Hampus, this is Guy from Wendigo, let’s get this last blog post over with!
Your summary of your developement process was very interesting to read, and the criticism you raise towards your group and yourself shows a high level of introspection and willingness to improve, which in turn shows great strength of character. I also really liked reading about your creative process and goals, describing the feel of your game as that of a horror film where the protagonist is […]
Comment #6
Hey Hampus, this is Guy from Wendigo, let’s get this last blog post over with!
Your summary of your developement process was very interesting to read, and the criticism you raise towards your group and yourself shows a high level of introspection and willingness to improve, which in turn shows great strength of character. I also really liked reading about your creative process and goals, describing the feel of your game as that of a horror film where the protagonist is […]
“They’re not dead, they just lay down and rest… forever”
Postmortem
The game is finally finished! Our first game. I am very happy and proud to present Beeloning. If you want to try the game press the link below:
https://team-mimic.itch.io/beelonging
One of the things I think we did well is the graphics, specifically that the art looks coherent and it looks like it is all made by the same person. Me and my fellow artist Moa, achieved that by showing each other our sketches when working on a new […]
“They’re not dead, they just lay down and rest… forever”
Postmortem
The game is finally finished! Our first game. I am very happy and proud to present Beeloning. If you want to try the game press the link below:
https://team-mimic.itch.io/beelonging
One of the things I think we did well is the graphics, specifically that the art looks coherent and it looks like it is all made by the same person. Me and my fellow artist Moa, achieved that by showing each other our sketches when working on a new […]