Browsing '2017': Students starting in 2017
3. Feedback
Feedback to: August Demirsson
Hello! (Sry for late feedback! I Could not find the URL to the third feedback I did and decided to do it all over again on your post.)
It was interesting and good for me to see how other people worked with the same systems as we did but with a little twist since we have different Project Managers.
You described in detail what you did and how you and your group worked with scrum. It was […]
3. Feedback
Feedback to: August Demirsson
Hello! (Sry for late feedback! I Could not find the URL to the third feedback I did and decided to do it all over again on your post.)
It was interesting and good for me to see how other people worked with the same systems as we did but with a little twist since we have different Project Managers.
You described in detail what you did and how you and your group worked with scrum. It was […]
Beelonging Post Mortem
If you want to play Beelonging or find out more about it before reading this, you can do that here.
If you don’t like clicking on links but still want to read and understand this Post Mortem you should know that Beelonging is a single player space shooter (shoot’em up). You control a swarm of Bees trying to save their hive from a bear attack. But different foes try to stop you on your way through the forest. There are flies, […]
Beelonging Post Mortem
If you want to play Beelonging or find out more about it before reading this, you can do that here.
If you don’t like clicking on links but still want to read and understand this Post Mortem you should know that Beelonging is a single player space shooter (shoot’em up). You control a swarm of Bees trying to save their hive from a bear attack. But different foes try to stop you on your way through the forest. There are flies, […]
2. Feedback
Feedback to: Hanna Aho Lind
You explained in a good way what you had done working with the design of the mine for your game. I liked to see all the pictures and see and actual development of it. It was easy to follow because of the flow of the text and the pictures as i said made it even clearer. What you could think of for the future is to write it in a little more professional way since it’s […]
2. Feedback
Feedback to: Hanna Aho Lind
You explained in a good way what you had done working with the design of the mine for your game. I liked to see all the pictures and see and actual development of it. It was easy to follow because of the flow of the text and the pictures as i said made it even clearer. What you could think of for the future is to write it in a little more professional way since it’s […]
Blog #5 Playtesting
In this blog post I will cover my experiences with both playtesting sessions of Into the fog.
Firstly, I am very grateful that we got an opportunity to conduct playtesting during the course, however I believe that making it mandatory isn’t the greatest idea. Because of it’s small size, my group has run into many obstacles during the early stages of development, most of which were code-related. Unfortunately we have arrived to the Alpha playtesting with the bare minimum amount features […]
Blog #5 Playtesting
In this blog post I will cover my experiences with both playtesting sessions of Into the fog.
Firstly, I am very grateful that we got an opportunity to conduct playtesting during the course, however I believe that making it mandatory isn’t the greatest idea. Because of it’s small size, my group has run into many obstacles during the early stages of development, most of which were code-related. Unfortunately we have arrived to the Alpha playtesting with the bare minimum amount features […]
Blog 3 #Scrum
During this project we are working with scrum, in this post i will first list how we structured our weeks with scrum and list how it has helped our production, some problems we ran into and how we solved them and also some problems we ran into but never solved.
Week structure
Sprint planning, Monday at 10:00.
During sprint planning we all decided on the goal for the week and picked items from the backlog to work on that matched the goal.
each member […]
Blog 3 #Scrum
During this project we are working with scrum, in this post i will first list how we structured our weeks with scrum and list how it has helped our production, some problems we ran into and how we solved them and also some problems we ran into but never solved.
Week structure
Sprint planning, Monday at 10:00.
During sprint planning we all decided on the goal for the week and picked items from the backlog to work on that matched the goal.
each member […]
Boss Soundtrack Making
The boss soundtrack was one of the first things I started to work with on this project. I though it would be interesting to compose a boss soundtrack since I’ve never done it before.
Umibozu is a spirit from Japanese folklore so I started searching around on Youtube for different ancient Japanese music genres. After a couple of clicks I stumbled across a genre called Taiko which includes a lot of drumming. It’s like a big percussion orchestra which I find […]
Boss Soundtrack Making
The boss soundtrack was one of the first things I started to work with on this project. I though it would be interesting to compose a boss soundtrack since I’ve never done it before.
Umibozu is a spirit from Japanese folklore so I started searching around on Youtube for different ancient Japanese music genres. After a couple of clicks I stumbled across a genre called Taiko which includes a lot of drumming. It’s like a big percussion orchestra which I find […]
Blog 4# Teaching the player to boat.
In this post we will go over how we ended up teaching our players the mechanics of the game. While reading this it is good to know that our goal was to have a immersive game, and we wanted the player at no point to be taken out of the game by pausing it or creating a tutorial level (ocean with borders) to break the immersion of the endless ocean.
During our playtests we one of the biggest problems were players not […]
Blog 4# Teaching the player to boat.
In this post we will go over how we ended up teaching our players the mechanics of the game. While reading this it is good to know that our goal was to have a immersive game, and we wanted the player at no point to be taken out of the game by pausing it or creating a tutorial level (ocean with borders) to break the immersion of the endless ocean.
During our playtests we one of the biggest problems were players not […]
Game Design 2: Comments
week 1 *
Hello. This is Jonathan the programmer from group Siren and I will be commenting on your blog for this week.
First of I want to say that I think that your blog very well describes the process you went through when working on the lighting in your game. I think that your post makes it very clear what is done and that it explains why as you mentioned that the lighting helps with the aesthetic goal of your […]
Game Design 2: Comments
week 1 *
Hello. This is Jonathan the programmer from group Siren and I will be commenting on your blog for this week.
First of I want to say that I think that your blog very well describes the process you went through when working on the lighting in your game. I think that your post makes it very clear what is done and that it explains why as you mentioned that the lighting helps with the aesthetic goal of your […]
Blog #5 Comment
Hi Alec!
I’d like to start by saying that I can really relate to your post. In my group the situation with playtesting was reversed, as we were in need of extra time during the Alpha playtesting, while we were fairly prepared for the Beta playtest. Playtesting doesn’t always serve it’s purpose when the product isn’t quite ready yet, and it can be very frustrating when you know you won’t be getting the feedback you’d hope for because of this.
Outside of […]
Blog #5 Comment
Hi Alec!
I’d like to start by saying that I can really relate to your post. In my group the situation with playtesting was reversed, as we were in need of extra time during the Alpha playtesting, while we were fairly prepared for the Beta playtest. Playtesting doesn’t always serve it’s purpose when the product isn’t quite ready yet, and it can be very frustrating when you know you won’t be getting the feedback you’d hope for because of this.
Outside of […]
Blog #4 The cutscene
In this post I will be covering my process of creating art for the final cutscene for Into the fog. Since we are a small group with only one artist, I have decided to help out with drawing illustrations to maximize team efficiency.
In the beginning, to speed up the drawing process I began by browsing through my folder of concept arts which I usually use for inspiration, however this time I decided to use a technique common among concept artists, […]
Blog #4 The cutscene
In this post I will be covering my process of creating art for the final cutscene for Into the fog. Since we are a small group with only one artist, I have decided to help out with drawing illustrations to maximize team efficiency.
In the beginning, to speed up the drawing process I began by browsing through my folder of concept arts which I usually use for inspiration, however this time I decided to use a technique common among concept artists, […]
Blog comments
Comment #1
Hey Michael,
I found your blog post to be very helpful and informative. I appreciate the way that you went and explained each program and application that you used when making the sound effects. This information will be helpful should I ever be part of a team that has no experience with sound design. However, I also feel that you went and repeated yourself a bit with some of the information in the first couple of paragraphs. I liked how […]
Blog comments
Comment #1
Hey Michael,
I found your blog post to be very helpful and informative. I appreciate the way that you went and explained each program and application that you used when making the sound effects. This information will be helpful should I ever be part of a team that has no experience with sound design. However, I also feel that you went and repeated yourself a bit with some of the information in the first couple of paragraphs. I liked how […]
Technically blog #4
Since I was sick during this week and forgot to write this back then I’m going to write the post now. This post will focus on group dynamics and how they affected our game development process.
Over the course of this project, our group has had some problems when it came to our group dynamics. Our group had some communication problems from the start, whether it came to scheduling meetings to having problems with members. At some point, our communication problem began […]
Technically blog #4
Since I was sick during this week and forgot to write this back then I’m going to write the post now. This post will focus on group dynamics and how they affected our game development process.
Over the course of this project, our group has had some problems when it came to our group dynamics. Our group had some communication problems from the start, whether it came to scheduling meetings to having problems with members. At some point, our communication problem began […]