Browsing '2017': Students starting in 2017
Blog comment 4
Group F, Tomas Savela
Hey Tomas!
I really like this idea for the Umibozu boss fight. You described well how your group is going to make this happen. And i like that you will keep Umibozu as a shadow and not as a character you can really “see”, because then it is still left to the players imagination, so Umibozu will still be this mysterious creature even after you encounter it.
I also like that you’ve looked up how people who claims have […]
Blog comment 4
Group F, Tomas Savela
Hey Tomas!
I really like this idea for the Umibozu boss fight. You described well how your group is going to make this happen. And i like that you will keep Umibozu as a shadow and not as a character you can really “see”, because then it is still left to the players imagination, so Umibozu will still be this mysterious creature even after you encounter it.
I also like that you’ve looked up how people who claims have […]
Blog comment 3
Group E, Hampus Serrestam
Hey Hampus!
I was away on a trip with my family the week I was suppose to comment on your blog. So will do this now, a little bit too late.
But anyway, I think your post has a good structure. You starting off explaining what scrum is and how it worked for your group. And then you explain the issues you had with it, and how to solve them.
It took my team a while to learn of to […]
Blog comment 3
Group E, Hampus Serrestam
Hey Hampus!
I was away on a trip with my family the week I was suppose to comment on your blog. So will do this now, a little bit too late.
But anyway, I think your post has a good structure. You starting off explaining what scrum is and how it worked for your group. And then you explain the issues you had with it, and how to solve them.
It took my team a while to learn of to […]
Blog comment 1
Group C, Tim Wergeni Johansson
Hello there Tim!
It is very clear what you did this week, you explained it well in a clear language that you planned a meeting with your team. It was easy to read and understand.
You also explained how you did it fairly clearly, which you also pointed out could be improved in the future with some better planning. Why it is done is also there, I think it was a good idea to have a meeting at […]
Blog comment 1
Group C, Tim Wergeni Johansson
Hello there Tim!
It is very clear what you did this week, you explained it well in a clear language that you planned a meeting with your team. It was easy to read and understand.
You also explained how you did it fairly clearly, which you also pointed out could be improved in the future with some better planning. Why it is done is also there, I think it was a good idea to have a meeting at […]
Documenting EVERYTHING
Hello everyone!
I am in team Bugbear and we are were creating the game Umibozu! This post is a bit late, because I was away with my family on a trip to Caribbean.
But anyway, as the designer I was in charge of documenting everything we discussed and if we came to mutual conclusion about something. To see what we had to improve after playtesting, and to make a Design document for our project.
I was very bad at this in the start, […]
Documenting EVERYTHING
Hello everyone!
I am in team Bugbear and we are were creating the game Umibozu! This post is a bit late, because I was away with my family on a trip to Caribbean.
But anyway, as the designer I was in charge of documenting everything we discussed and if we came to mutual conclusion about something. To see what we had to improve after playtesting, and to make a Design document for our project.
I was very bad at this in the start, […]
Blog comment 1
http://gotlandblogblog.blogspot.se/2018/02/programming-centered-bee-swarm.html
This post indeed is valuable as the reader can follow your problem and your ways of solving them in a good and easy way. The reader likewise gets a glimpse of how you thought when trying to solve your problems. You start off by explaining what you have been working on in summary on why you felt it was essential to start with it. Your motivation on why you started with the bee swarm was good because the […]
Blog comment 1
http://gotlandblogblog.blogspot.se/2018/02/programming-centered-bee-swarm.html
This post indeed is valuable as the reader can follow your problem and your ways of solving them in a good and easy way. The reader likewise gets a glimpse of how you thought when trying to solve your problems. You start off by explaining what you have been working on in summary on why you felt it was essential to start with it. Your motivation on why you started with the bee swarm was good because the […]
Blog comment 2
Group D, Maya Sidén
Hello Maya!
I really liked this post actually. You described in a very clear way what you have done during this week.
And the way you described it was very easy to read. I like how you made small bullets points of what you were looking for during the test and what kind of questions you asked the players. It made it easy to understand what you were meaning and how you made it.
The results in the end that […]
Blog comment 2
Group D, Maya Sidén
Hello Maya!
I really liked this post actually. You described in a very clear way what you have done during this week.
And the way you described it was very easy to read. I like how you made small bullets points of what you were looking for during the test and what kind of questions you asked the players. It made it easy to understand what you were meaning and how you made it.
The results in the end that […]
Grande Comment spams
@blog comment 1: https://artdevsam.wordpress.com/2018/02/08/behemoth-design/#comment-1
A nice brief description of the main character you made here in an easy to read and an understandable manner. The colors that you have picked for the splash art are really eye-catching and intriguing and maybe that was a big factor many groups chose to work on this concept, props on that.
Using polygamic shapes for both the character and the background in the last picture was brilliant. One thing that I always liked about polygamic art style […]
Grande Comment spams
@blog comment 1: https://artdevsam.wordpress.com/2018/02/08/behemoth-design/#comment-1
A nice brief description of the main character you made here in an easy to read and an understandable manner. The colors that you have picked for the splash art are really eye-catching and intriguing and maybe that was a big factor many groups chose to work on this concept, props on that.
Using polygamic shapes for both the character and the background in the last picture was brilliant. One thing that I always liked about polygamic art style […]
comment #6
Hi Edin!
It’s nice to see that you’re bringing a lot from the project. I do agree that there is probably no way of perfecting game making. And even if there was, you will always be working with different people inhabiting different personalities leading to different dynamics – so it probably won’t be the same. I’m also glad to see that you’re expressing your dissatisfaction. I think a lot of the groups, myself included, wanted more than was ultimately produced. But […]
comment #6
Hi Edin!
It’s nice to see that you’re bringing a lot from the project. I do agree that there is probably no way of perfecting game making. And even if there was, you will always be working with different people inhabiting different personalities leading to different dynamics – so it probably won’t be the same. I’m also glad to see that you’re expressing your dissatisfaction. I think a lot of the groups, myself included, wanted more than was ultimately produced. But […]
Lost at sea, not on my watch!
We decided as a team, halfway through the development, that some kind of direction indicator was necessary to add to the game. Since we re-designed the gameplay of the game and used a more open world we had to make sure that the players would be able to complete their tasks. It was decided that a compass, pointing to the current objective, should be implemented.
My goal with the compass was to make sure that it directed the player towards their […]
Lost at sea, not on my watch!
We decided as a team, halfway through the development, that some kind of direction indicator was necessary to add to the game. Since we re-designed the gameplay of the game and used a more open world we had to make sure that the players would be able to complete their tasks. It was decided that a compass, pointing to the current objective, should be implemented.
My goal with the compass was to make sure that it directed the player towards their […]
25-03-2018
This blog post will document my last work with group Rakshasa and the things I learned from that project.
So, what project? Well, in our group we have made three major projects: A boardgame adaptation of the popular online game Player Unknown Battlegrounds, a concept document for a shoot-‘em-up style game we called ”Trolling them softly” and lastly the creation of a working digital 2D shoot-‘em-up based on a concept document called ”Fear is in me”. Although, as previously specified, this post […]
25-03-2018
This blog post will document my last work with group Rakshasa and the things I learned from that project.
So, what project? Well, in our group we have made three major projects: A boardgame adaptation of the popular online game Player Unknown Battlegrounds, a concept document for a shoot-‘em-up style game we called ”Trolling them softly” and lastly the creation of a working digital 2D shoot-‘em-up based on a concept document called ”Fear is in me”. Although, as previously specified, this post […]
Playtesting and Development
Image: Thumbnail from Extra Credits’ YouTube channel – scr: Extra Credits – playtesting
Playtesting is an important aspect of a game development process. It is very easy as a developer to fall into a state of linearity in the sense that you only test features in the way you meant them to be used. When someone from outside of the development team test the game, you might find issues and bugs that you had never been able to find […]
Playtesting and Development
Image: Thumbnail from Extra Credits’ YouTube channel – scr: Extra Credits – playtesting
Playtesting is an important aspect of a game development process. It is very easy as a developer to fall into a state of linearity in the sense that you only test features in the way you meant them to be used. When someone from outside of the development team test the game, you might find issues and bugs that you had never been able to find […]
Comment #6: Felix Rahm
https://felixrahmvideogameblog.wordpress.com/2018/03/22/postmortem-on-behemoth/comment-page-1/#comment-27
Hey Felix!
Overall I think that the post mortem report that you wrote clearly describes the struggles that many of us, game design students, can relate to. Firstly, having to go through the development process with having all the graphical responsibility on your shoulders, might prove quite the challenge,especially on your first video game project But nevertheless, you managed to pull through and do a really great job. I really enjoyed the animations that you created for Behemoth and […]
Comment #6: Felix Rahm
https://felixrahmvideogameblog.wordpress.com/2018/03/22/postmortem-on-behemoth/comment-page-1/#comment-27
Hey Felix!
Overall I think that the post mortem report that you wrote clearly describes the struggles that many of us, game design students, can relate to. Firstly, having to go through the development process with having all the graphical responsibility on your shoulders, might prove quite the challenge,especially on your first video game project But nevertheless, you managed to pull through and do a really great job. I really enjoyed the animations that you created for Behemoth and […]