Browsing 'Game Design': Posts from either of the Game Design programs
Mechropolis at the Gotland Game Conference
Today it’s a little more than one week since Mechropolis was shown alongside several other fantastic games made by fellow students here at Campus Gotland at the annual Gotland Game Conference.
It has been a while since my last post and a lot has happened since then. The team has been working very hard on the demo for GGC. We had to cut some of the planned content because of time constraints, but in the end we’re all very happy with […]
Mechropolis at the Gotland Game Conference
Today it’s a little more than one week since Mechropolis was shown alongside several other fantastic games made by fellow students here at Campus Gotland at the annual Gotland Game Conference.
It has been a while since my last post and a lot has happened since then. The team has been working very hard on the demo for GGC. We had to cut some of the planned content because of time constraints, but in the end we’re all very happy with […]
Snart hemma!
Yo peeps, så då var det snart dags att färda hem! Lämna ön och de dyra fancy restaurangpriserna för gammal hederlig skånsk kebab och kinamat.
Paketet jag väntade på med skylten kom på bara en dag; hade jag verkligen inte förväntat mig med tanke på posten och Gotland och så vidare. Kudos till dom!
Ikväll drar vi ner till hamnen och lastar för fullt, sen kör vi tidigt i morgon bitti, runt halv sex tiden. Lär vara hemma runt middag imorrn […]
Snart hemma!
Yo peeps, så då var det snart dags att färda hem! Lämna ön och de dyra fancy restaurangpriserna för gammal hederlig skånsk kebab och kinamat.
Paketet jag väntade på med skylten kom på bara en dag; hade jag verkligen inte förväntat mig med tanke på posten och Gotland och så vidare. Kudos till dom!
Ikväll drar vi ner till hamnen och lastar för fullt, sen kör vi tidigt i morgon bitti, runt halv sex tiden. Lär vara hemma runt middag imorrn […]
Programming & Level Designing Tower Offensive, Pt 6 After GGC
Hey!
So GGC is over and it’s just the post mortem left for me before I start my summer courses. So this post is going to be the last one for the Big game project course, If you want to keep track of our work during the summer I would recommend our website, It will be updated regularly about our work (probably more often than this blog). So check it out!
During GGC we got a lot of feedback from a […]
Programming & Level Designing Tower Offensive, Pt 6 After GGC
Hey!
So GGC is over and it’s just the post mortem left for me before I start my summer courses. So this post is going to be the last one for the Big game project course, If you want to keep track of our work during the summer I would recommend our website, It will be updated regularly about our work (probably more often than this blog). So check it out!
During GGC we got a lot of feedback from a […]
Programming & Level Designing Tower Offensive, Pt 6 After GGC
Hey!
So GGC is over and it’s just the post mortem left for me before I start my summer courses. So this post is going to be the last one for the Big game project course, If you want to keep track of our work during the summer I would recommend our website, It will be updated regularly about our work (probably more often than this blog). So check it out!
During GGC we got a lot of feedback from a […]
Programming & Level Designing Tower Offensive, Pt 6 After GGC
Hey!
So GGC is over and it’s just the post mortem left for me before I start my summer courses. So this post is going to be the last one for the Big game project course, If you want to keep track of our work during the summer I would recommend our website, It will be updated regularly about our work (probably more often than this blog). So check it out!
During GGC we got a lot of feedback from a […]
First Year: Done!
Participating in this game design course at Campus Gotland, University of Uppsala, made me evolve artistically and as a designer. I had come to realize a lot of things, gained experience in new areas, and finally but not least: Taking up drawing again. And this Blog will be the proof for me to recognize my own development.
Three projects where made:
1- Project minetrain: This was to learn how to build and create game concepts, design documents and how to pitch our […]
First Year: Done!
Participating in this game design course at Campus Gotland, University of Uppsala, made me evolve artistically and as a designer. I had come to realize a lot of things, gained experience in new areas, and finally but not least: Taking up drawing again. And this Blog will be the proof for me to recognize my own development.
Three projects where made:
1- Project minetrain: This was to learn how to build and create game concepts, design documents and how to pitch our […]
Sneaky Ninja – Stealth based level design
This is a short blog post with some of my general thoughts and ideas that I got while designing the levels for Sneaky Ninja. This was the first time I designed levels for a stealth game so I thought I would write down some of the problems I encountered and how I solved them.
When I fist started designing the first level for Sneaky Ninja I was thinking about it like a puzzle game, but I quickly realized this was not […]
Sneaky Ninja – Stealth based level design
This is a short blog post with some of my general thoughts and ideas that I got while designing the levels for Sneaky Ninja. This was the first time I designed levels for a stealth game so I thought I would write down some of the problems I encountered and how I solved them.
When I fist started designing the first level for Sneaky Ninja I was thinking about it like a puzzle game, but I quickly realized this was not […]
Gotland Game Conference
It’s been a week since we showed the game at GGC and it still feels quite good. We went through the feedback yesterday and even though there’s a lot to fix there wasn’t really any large issues that we hadn’t thought of/knew about already, which is always comforting.
Most of the feedback was about simply making the experience smoother. There’s quite a few things that’s not clear to the player, mostly because we couldn’t fit enough tutorial puzzles into our GGC […]
Gotland Game Conference
It’s been a week since we showed the game at GGC and it still feels quite good. We went through the feedback yesterday and even though there’s a lot to fix there wasn’t really any large issues that we hadn’t thought of/knew about already, which is always comforting.
Most of the feedback was about simply making the experience smoother. There’s quite a few things that’s not clear to the player, mostly because we couldn’t fit enough tutorial puzzles into our GGC […]
Week 8 E.R.A Daniel Svensson
So this is it, the curtain call as a wise man once said.
This is the last blog post I will write about the course “Big game project” I feel a bit of melancholic because when you have finished working on a game and you have to evaluate what you have done, instead of what your are going to do it is often with a sense dread because you always want to put the extra mile in when it is to […]
Week 8 E.R.A Daniel Svensson
So this is it, the curtain call as a wise man once said.
This is the last blog post I will write about the course “Big game project” I feel a bit of melancholic because when you have finished working on a game and you have to evaluate what you have done, instead of what your are going to do it is often with a sense dread because you always want to put the extra mile in when it is to […]
BGP week 8
Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.
I made this using one layer except the layer with the color.
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker
The cave entrance […]
BGP week 8
Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.
I made this using one layer except the layer with the color.
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker
The cave entrance […]
BGP Week 7
Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]
BGP Week 7
Week 7
The week went to start putting everything together and to replace the last placeholder meshes and textures.
Beta feedback:
The feedback we received during the beta, where that the game was too dark. Mist in the corridor to the wind level. There was also some problem with the lighting in the Central hub area.
Based on the feedback from the beta we decided change so that all levels now are in separate levels and the player teleports into the levels. Before everything […]
Perhaps last entry, part #2: Crunch, GGC and aftermath
So the last weeks that has ensued has been quite extreme and somewhat painful, yet very rewarding. It has been way more intense than during the development of CoBots and while we may be commended for our vitality, having to resort to crunch-time is by no means a praiseworthy skill. It boils down to unforseen circumstances, underestimated scheduling, and for my part, procrastination and lack of motivation. In hindsight there is always room for improvement but we figured during the […]
Perhaps last entry, part #2: Crunch, GGC and aftermath
So the last weeks that has ensued has been quite extreme and somewhat painful, yet very rewarding. It has been way more intense than during the development of CoBots and while we may be commended for our vitality, having to resort to crunch-time is by no means a praiseworthy skill. It boils down to unforseen circumstances, underestimated scheduling, and for my part, procrastination and lack of motivation. In hindsight there is always room for improvement but we figured during the […]
BGP week 8
Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.
I made this using one layer except the layer with the color.
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker
The cave entrance […]
BGP week 8
Week 8
Putting together the last props, tweaking lighting and post process in all levels.
Banner:
The idea behind the banner was to give an Indiana jones feel to the banner, by having the main/player character walk towards the temple. Giving to give the player an urge to explore.
I made this using one layer except the layer with the color.
Useful keyboard shortcuts:
Space: to grab and move around the canvas when zoomed in.
Tab: to hide the UI
Alt: color picker
The cave entrance […]