Level Design
Level Design – A Design Decision
So! The biggest puzzle pieces were set. We knew the goals and “feel” of the game, we knew how the player character was supposed to act and move, we knew the rough outline of the challenges we wanted the player to face and we knew how long we wanted the game to be. With these aspects in mind it was time to design the levels.
Starting off, I mentally separated the game into three faces. The […]
Level Design
Level Design – A Design Decision
So! The biggest puzzle pieces were set. We knew the goals and “feel” of the game, we knew how the player character was supposed to act and move, we knew the rough outline of the challenges we wanted the player to face and we knew how long we wanted the game to be. With these aspects in mind it was time to design the levels.
Starting off, I mentally separated the game into three faces. The […]
Comment #2
Comments On Others Blogs
Original post here: https://hampusgameblog.wordpress.com/2018/02/07/level-design/
Good post on the process behind the level design! I do have a couple of thoughts about how it could have been a little clearer though, so here we go…
“The level I have been working on is the first 30 seconds of playable terrain” I am fond of this part and the directly proceeding one where you clearly state what part of the game you have been working on. I would have loved to see […]
Comment #2
Comments On Others Blogs
Original post here: https://hampusgameblog.wordpress.com/2018/02/07/level-design/
Good post on the process behind the level design! I do have a couple of thoughts about how it could have been a little clearer though, so here we go…
“The level I have been working on is the first 30 seconds of playable terrain” I am fond of this part and the directly proceeding one where you clearly state what part of the game you have been working on. I would have loved to see […]
Reflection on Game design blog, by Karl Lindkvist
sasadzigurski
4 mars, 2018 kl. 18:16
Hey Karl,
I have to say that this blog was one truly interesting, fluid article; easy to read and follow. It introduced me to some basics of level designing (interesting correlation with the music composing).
I like the slow introduction/tutorial way of teaching the player basics of mechanics and controls; rather than writing them on a paper or having them in written form on the screen, which then has to be memorised mostly […]
Reflection on Game design blog, by Karl Lindkvist
sasadzigurski
4 mars, 2018 kl. 18:16
Hey Karl,
I have to say that this blog was one truly interesting, fluid article; easy to read and follow. It introduced me to some basics of level designing (interesting correlation with the music composing).
I like the slow introduction/tutorial way of teaching the player basics of mechanics and controls; rather than writing them on a paper or having them in written form on the screen, which then has to be memorised mostly […]
Comment #1
Comments On Others Blogs
Original post here: https://tomassavela.wordpress.com/2018/02/15/blog-2-designing-the-enemies-in-umibozu/
Comment time! Alright, first off, great introduction. I understood what you were going to talk about and the reason behind it immediately.
Very well put on the visuals of the different kinds of enemies, however you never really explained what the enemies actually do in the game. Do they attack the player? How? Do they all behave the exact same way? Are they all introduced at the same time? I guess I just want a little […]
Comment #1
Comments On Others Blogs
Original post here: https://tomassavela.wordpress.com/2018/02/15/blog-2-designing-the-enemies-in-umibozu/
Comment time! Alright, first off, great introduction. I understood what you were going to talk about and the reason behind it immediately.
Very well put on the visuals of the different kinds of enemies, however you never really explained what the enemies actually do in the game. Do they attack the player? How? Do they all behave the exact same way? Are they all introduced at the same time? I guess I just want a little […]
4.1 Comment on another post: Team Z, Jesper Bergman
Hello there Jesper!
My name is Carl and I’m the Lead Designer and Sound for Group T. You’ve done a good job explaining your reasoning behind your work and the importance it has on the project. You thoroughly explain your ”philosophy” behind your level design and why you had/wanted to design the level in that particular way, and I got to say that I understand and agree with you when you say level design is something people underestimate. It plays a […]
4.1 Comment on another post: Team Z, Jesper Bergman
Hello there Jesper!
My name is Carl and I’m the Lead Designer and Sound for Group T. You’ve done a good job explaining your reasoning behind your work and the importance it has on the project. You thoroughly explain your ”philosophy” behind your level design and why you had/wanted to design the level in that particular way, and I got to say that I understand and agree with you when you say level design is something people underestimate. It plays a […]
Generating sounds using…noise!
What I’ve been doing
This week I’ve spent most of my time experimenting with noise in preparation for making the Umibōzu sounds. My idea for the Umibōzu sounds right now is to make them very windy and make the synth form vocals so it actually sounds like someone is speaking even though it’s just a synth. Synth vocals can create a pretty unsettling sound in my opinion which is why I think it fits perfect for Umibōzu.
The synthesizer I’ve decided to […]
Generating sounds using…noise!
What I’ve been doing
This week I’ve spent most of my time experimenting with noise in preparation for making the Umibōzu sounds. My idea for the Umibōzu sounds right now is to make them very windy and make the synth form vocals so it actually sounds like someone is speaking even though it’s just a synth. Synth vocals can create a pretty unsettling sound in my opinion which is why I think it fits perfect for Umibōzu.
The synthesizer I’ve decided to […]
Comment : blog post assignment 4
Hey Adam, good post!
Movement was also a big part of Depth, my game. I had to revamp it a lot as well, since it always felt a bit “off”. I think there’s a balance to be had between gameplay and realism : the more realistic the better as long as it doesn’t destroy gameplay, since we want the player to be immersed while also having fun. Umibozu’s movement is a big challenge, since, as you’ve said it’s a huge part […]
Comment : blog post assignment 4
Hey Adam, good post!
Movement was also a big part of Depth, my game. I had to revamp it a lot as well, since it always felt a bit “off”. I think there’s a balance to be had between gameplay and realism : the more realistic the better as long as it doesn’t destroy gameplay, since we want the player to be immersed while also having fun. Umibozu’s movement is a big challenge, since, as you’ve said it’s a huge part […]
Sprint 6 – Beta
So this week have been quite a calm week for me as I did not have all to much to work with. Basically, my main focus this week have been on the Beta presentation, and what to present. Since we have come really far with our game and got really good feedback fro, the last playtesting, and since we are basically done with our game, there is some highlights that I want to present and explain during the Beta presentation, […]
Sprint 6 – Beta
So this week have been quite a calm week for me as I did not have all to much to work with. Basically, my main focus this week have been on the Beta presentation, and what to present. Since we have come really far with our game and got really good feedback fro, the last playtesting, and since we are basically done with our game, there is some highlights that I want to present and explain during the Beta presentation, […]
Boss design
This week I will be writing about the design of the boss in our game and how we can make a large boss that moves in an interesting way while still being easy to draw.
We wanted the boss to be huge, to stay true to the game concept. But trying to make the boss as one big sprite would make it tedious for the artists to draw and animate. That’s when i got some inspiration from one of the bosses of […]
Boss design
This week I will be writing about the design of the boss in our game and how we can make a large boss that moves in an interesting way while still being easy to draw.
We wanted the boss to be huge, to stay true to the game concept. But trying to make the boss as one big sprite would make it tedious for the artists to draw and animate. That’s when i got some inspiration from one of the bosses of […]
Blog 4: Making a boss fight with a feeling
Now that we are nearing the last weeks of the project means that we are on the final parts of our games and in our case the only thing left, except for balancing and testing that is, is our boss fight. In our game we chose to have the boss being sort of attack-able, a change we thought would be a bit better since in the original concept the player can only run and dodge. At first we had planned […]
Blog 4: Making a boss fight with a feeling
Now that we are nearing the last weeks of the project means that we are on the final parts of our games and in our case the only thing left, except for balancing and testing that is, is our boss fight. In our game we chose to have the boss being sort of attack-able, a change we thought would be a bit better since in the original concept the player can only run and dodge. At first we had planned […]
Week #4 – Cross-border Management
This week I have had the misfortune of having to leave Gotland and head to London on personal business for a number of days. The timing could have been better, to put it mildly. We are currently in the final sprint before the Beta milestone, an important week for the entire group. Leading up to my departure I have been worried that losing the Producer in this stage of the project is quite risky for the team’s communication, and thus […]
Week #4 – Cross-border Management
This week I have had the misfortune of having to leave Gotland and head to London on personal business for a number of days. The timing could have been better, to put it mildly. We are currently in the final sprint before the Beta milestone, an important week for the entire group. Leading up to my departure I have been worried that losing the Producer in this stage of the project is quite risky for the team’s communication, and thus […]