Browsing '2014 ': Students starting in 2014
Games manuals
As we progress(hmm hopefully) the more game design we do, not that we gotten very far so far.
It could be a good idea too get more knowledge about writing game manuals/instructions.
It aint as easy as one might think, as you sit there and design it you know very much about the game and might not think about how to make it understandable for a beginner (as well of getting everything in the manual and making it clear).
Well I checked around […]
Games manuals
As we progress(hmm hopefully) the more game design we do, not that we gotten very far so far.
It could be a good idea too get more knowledge about writing game manuals/instructions.
It aint as easy as one might think, as you sit there and design it you know very much about the game and might not think about how to make it understandable for a beginner (as well of getting everything in the manual and making it clear).
Well I checked around […]
Game paper version of Warcraft 3
Right, as we barely gotten anywhere in the week we get a new assignment (from monday afternoon to tuesday).
And such an assignment, we where to (in groups) break down and analyse a digital game to find its mechanics, aesthetics and then find the core experience of the game.
We picked warcraft 3 and after discussing for about twenty minutes we get back into lecture hall and find out that we are going to make a paper version of the game we […]
Game paper version of Warcraft 3
Right, as we barely gotten anywhere in the week we get a new assignment (from monday afternoon to tuesday).
And such an assignment, we where to (in groups) break down and analyse a digital game to find its mechanics, aesthetics and then find the core experience of the game.
We picked warcraft 3 and after discussing for about twenty minutes we get back into lecture hall and find out that we are going to make a paper version of the game we […]
Game workshops!
We have now had a total of three different workshops in regards of game design.
Where one was assigned to us by the great Ernest Adams (The fundamentals of game design).
I felt it was difficult in the beginning of each workshop to get the team to brainstorm and agree to one idea. Once we agreed it was pretty smooth sailing(with a few icebergs to dodge) thanks to the breakdown processes we learnt in the previous weeks. (The MDA-method being the main […]
Game workshops!
We have now had a total of three different workshops in regards of game design.
Where one was assigned to us by the great Ernest Adams (The fundamentals of game design).
I felt it was difficult in the beginning of each workshop to get the team to brainstorm and agree to one idea. Once we agreed it was pretty smooth sailing(with a few icebergs to dodge) thanks to the breakdown processes we learnt in the previous weeks. (The MDA-method being the main […]
Impending doom 2014-09-24
This is my Impending doom document.
Impending doom – The forest
Introduction:
TheImpending Doom scenario is about holding the wolves at bay. The game starts withyoustanding in the middle of the forest and you cansee wolves closing in from every direction. The tool you use to keep them away is one torch made of a piece of wood and you shirt. Beside you is a campfire where you can relight the torch.
Every wolf comes closer at different speed and your campfire beside […]
Impending doom 2014-09-24
This is my Impending doom document.
Impending doom – The forest
Introduction:
TheImpending Doom scenario is about holding the wolves at bay. The game starts withyoustanding in the middle of the forest and you cansee wolves closing in from every direction. The tool you use to keep them away is one torch made of a piece of wood and you shirt. Beside you is a campfire where you can relight the torch.
Every wolf comes closer at different speed and your campfire beside […]
Games manuals
As we progress(hmm hopefully) the more game design we do, not that we gotten very far so far.
It could be a good idea too get more knowledge about writing game manuals/instructions.
It aint as easy as one might think, as you sit there and design it you know very much about the game and might not think about how to make it understandable for a beginner (as well of getting everything in the manual and making it clear).
Well I checked around […]
Games manuals
As we progress(hmm hopefully) the more game design we do, not that we gotten very far so far.
It could be a good idea too get more knowledge about writing game manuals/instructions.
It aint as easy as one might think, as you sit there and design it you know very much about the game and might not think about how to make it understandable for a beginner (as well of getting everything in the manual and making it clear).
Well I checked around […]
Undigitize a digital game!
Hello again!
How in the world do you undigitize a digital game? It is actually simple. You pick a digital game, for example Counter Strike. And then you break it down into pieces, the core experience and rebuild it into a board game. Counter Strike has different core experiences, for example:
Teamwork to win
Shoot enemies to win
Accomplish missions to win (Defuse/Plant bomb)
What I just did was to break down the game into it basic core experiences. This is a couple of core […]
Undigitize a digital game!
Hello again!
How in the world do you undigitize a digital game? It is actually simple. You pick a digital game, for example Counter Strike. And then you break it down into pieces, the core experience and rebuild it into a board game. Counter Strike has different core experiences, for example:
Teamwork to win
Shoot enemies to win
Accomplish missions to win (Defuse/Plant bomb)
What I just did was to break down the game into it basic core experiences. This is a couple of core […]
Working with Workshops!
Working with Workshops!
Hello fellow readers!
The past week has been crazy and I never found the time to update the blog, thats why I am going to make a double post today. This post will be about the workshop I had with my group.
Ernest Adams, who wrote Fundamentals of Game Design, gave us a lecture about workshops. A workshop is a number of people joining together in, lets say designing a game. We were assigned into groups by five and all […]
Working with Workshops!
Working with Workshops!
Hello fellow readers!
The past week has been crazy and I never found the time to update the blog, thats why I am going to make a double post today. This post will be about the workshop I had with my group.
Ernest Adams, who wrote Fundamentals of Game Design, gave us a lecture about workshops. A workshop is a number of people joining together in, lets say designing a game. We were assigned into groups by five and all […]
Game workshops!
We have now had a total of three different workshops in regards of game design.
Where one was assigned to us by the great Ernest Adams (The fundamentals of game design).
I felt it was difficult in the beginning of each workshop to get the team to brainstorm and agree to one idea. Once we agreed it was pretty smooth sailing(with a few icebergs to dodge) thanks to the breakdown processes we learnt in the previous weeks. (The MDA-method being the main […]
Game workshops!
We have now had a total of three different workshops in regards of game design.
Where one was assigned to us by the great Ernest Adams (The fundamentals of game design).
I felt it was difficult in the beginning of each workshop to get the team to brainstorm and agree to one idea. Once we agreed it was pretty smooth sailing(with a few icebergs to dodge) thanks to the breakdown processes we learnt in the previous weeks. (The MDA-method being the main […]
First project: Tetris, the board game
Tetris
We began with analyzing the different components of the game, in order to construct the game we had to deconstruct it first.
We agreed on that the core experience of the game consisted of: stress, management and problem solving.
The “risk versus reward choises” was in our oppinon: the correct position, vertical acceleration, rotation/correct angle.
As for the aesthetics we decided that puzzle-solving, challenge, submission, sensation and stress was the main factor.
The mechanics consisted of horizontal movement, rotation and time.
In our case the […]
First project: Tetris, the board game
Tetris
We began with analyzing the different components of the game, in order to construct the game we had to deconstruct it first.
We agreed on that the core experience of the game consisted of: stress, management and problem solving.
The “risk versus reward choises” was in our oppinon: the correct position, vertical acceleration, rotation/correct angle.
As for the aesthetics we decided that puzzle-solving, challenge, submission, sensation and stress was the main factor.
The mechanics consisted of horizontal movement, rotation and time.
In our case the […]
Paper Hero
Yesterday we got the task to pick a famous digital game, analyze its ”core experience” – the stuff that makes the game fun to play, which can be different from game to game – and make our own boardgame version of the game. My group of 5 choosed Guitar Hero. The tricky part is now to make this into a boardgame and still keep the core experience from Guitar Hero… Yesterday we got the task to pick a famous digital game, analyze its ”core experience” – the stuff that makes the game fun to play, which can be different from game to game – and make our own boardgame version of the game. My group of 5 choosed Guitar Hero. The tricky part is now to make this into a boardgame and still keep the core experience from Guitar Hero…
This is how our prototype looked yesterday on its early stage:
Paper Hero
This is how our prototype looked yesterday on its early stage:

