Browsing '2017': Students starting in 2017
Finally, the end of the hunt.
This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]
Finally, the end of the hunt.
This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]
Blog comment #5 Merve Metinkol
https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]
Blog comment #5 Merve Metinkol
https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]
Blog 6: Umibozu Post Mortem
Now that the course is over and our product is finished we had a final playtest to see what people thought of our game. We made a small survey to see what people thought of the end result of our game and what changes they would have personally made and the results we got were kind of unexpected in my opinion. The survey we used contained a couple of general questions about the game, what people thought of it, the […]
Blog 6: Umibozu Post Mortem
Now that the course is over and our product is finished we had a final playtest to see what people thought of our game. We made a small survey to see what people thought of the end result of our game and what changes they would have personally made and the results we got were kind of unexpected in my opinion. The survey we used contained a couple of general questions about the game, what people thought of it, the […]
Design Blog – 6
Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was […]
Design Blog – 6
Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was […]
Project wrap up – YMKTB
Well, it’s been a long road. But here we are, the end of the line. My first game project with a group has now wrapped up as we had our final playtest yesterday. It’s been a crazy ride, but we made it (I had my doubts at certain points :P). I think it’s always a good idea to take some time to reflect when one has completed a big project like this one.
Project wrap up – YMKTB
Well, it’s been a long road. But here we are, the end of the line. My first game project with a group has now wrapped up as we had our final playtest yesterday. It’s been a crazy ride, but we made it (I had my doubts at certain points :P). I think it’s always a good idea to take some time to reflect when one has completed a big project like this one.
Postmortem of the ten weeks game project, afterthoughts and what I have learnt
Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]
Postmortem of the ten weeks game project, afterthoughts and what I have learnt
Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]
Postmortem
After however many weeks it has been (I think 8) our game is finally finished, and the question I will now ask myself is: “What have we accomplished?” and “What have I learned?”
The answer to the first question is pretty simple. My team has managed to put together a short yet concise shootemup’ game. We did this based of a predesigned concept document which we selected, and we developed the game using the scrum framework. From the concept document we […]
Postmortem
After however many weeks it has been (I think 8) our game is finally finished, and the question I will now ask myself is: “What have we accomplished?” and “What have I learned?”
The answer to the first question is pretty simple. My team has managed to put together a short yet concise shootemup’ game. We did this based of a predesigned concept document which we selected, and we developed the game using the scrum framework. From the concept document we […]
6. FEAR IS IN ME
We have now worked with the game Fear is in me for almost two months now and much have happened during the development of it. We have both had up and down during our work but what’s great about both is that we always had something to learn from it. Weather it was how not to do or how to do it helped us improve as designers together in one way or another.
The scrum method was new for all of […]
6. FEAR IS IN ME
We have now worked with the game Fear is in me for almost two months now and much have happened during the development of it. We have both had up and down during our work but what’s great about both is that we always had something to learn from it. Weather it was how not to do or how to do it helped us improve as designers together in one way or another.
The scrum method was new for all of […]
Dr Strangelove or: How I learned to Playtest and Love Iteration
– A Post-Mortem
What went right
We made a game, and it was playable. I am honestly proud of this simple fact.
We used the MDA and achieved something adjacent to the aesthetic goals. We cut features in the concept document that would not have aided those goals, and in general had a consideration for the player. Our goals were;
feeling of being overwhelmed
Constantly in Danger
Pressured
Fear of a relentless pursuer
We made assets that were regarded positively. We had a very cohesive visual design that […]
Dr Strangelove or: How I learned to Playtest and Love Iteration
– A Post-Mortem
What went right
We made a game, and it was playable. I am honestly proud of this simple fact.
We used the MDA and achieved something adjacent to the aesthetic goals. We cut features in the concept document that would not have aided those goals, and in general had a consideration for the player. Our goals were;
feeling of being overwhelmed
Constantly in Danger
Pressured
Fear of a relentless pursuer
We made assets that were regarded positively. We had a very cohesive visual design that […]
Blog post 6 – Postmortem
We in the group Archon have been working on the game Aetherial for the past 10 weeks and it is part of our course in game design.
In the course we have a gold presentation where you are supposed to show the game for the teachers and the other students. And before this presentation of the game we have been working together on this game for nine weeks and hade one alfa and beta presentation.
The game that we made is a […]
Blog post 6 – Postmortem
We in the group Archon have been working on the game Aetherial for the past 10 weeks and it is part of our course in game design.
In the course we have a gold presentation where you are supposed to show the game for the teachers and the other students. And before this presentation of the game we have been working together on this game for nine weeks and hade one alfa and beta presentation.
The game that we made is a […]
The Final Results
It’s over… It’s finally over! The final release of our first game is out, and now, we can relax! Or at least… we can relax until the next project.
Today was the final presentation of our class very first video games, and it was finally time for the rest of the students to try the final version of my group’s video game “Behemoth”.
First of all, the end results turned out to be better than any of our team members had expected. […]
The Final Results
It’s over… It’s finally over! The final release of our first game is out, and now, we can relax! Or at least… we can relax until the next project.
Today was the final presentation of our class very first video games, and it was finally time for the rest of the students to try the final version of my group’s video game “Behemoth”.
First of all, the end results turned out to be better than any of our team members had expected. […]
Postmortem of “Fear Is In Me”
Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.
The game surely had fewer bugs than it had in its beta presentation and its improvement […]
Postmortem of “Fear Is In Me”
Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.
The game surely had fewer bugs than it had in its beta presentation and its improvement […]