Monthly Archives: March 2018

Comment #5

Comment on Niklas Ericsson’s blog post: “Sprint 7 – Playtesting”
https://niklasericssonblog.wordpress.com/2018/03/07/sprint-7-playtesting/comment-page-1/#comment-17
You’ve written a very extensive and detailed post while still keeping the reader interested. You make it very clear what state your game was in at every playtest, and what kind of feedback you were anticipating/looking for. You’ve also made it clear what kind of feedback it was you recieved and how it affected the development of your game. The many examples you describe (powerup, shield buttons, charging laser) […]

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Comment #5

Comment on Niklas Ericsson’s blog post: “Sprint 7 – Playtesting”
https://niklasericssonblog.wordpress.com/2018/03/07/sprint-7-playtesting/comment-page-1/#comment-17
You’ve written a very extensive and detailed post while still keeping the reader interested. You make it very clear what state your game was in at every playtest, and what kind of feedback you were anticipating/looking for. You’ve also made it clear what kind of feedback it was you recieved and how it affected the development of your game. The many examples you describe (powerup, shield buttons, charging laser) […]

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Comment #2

Comment on Michael Degirmen’s blog post: “When things don’t go according to plan”
https://michaeldegirmen.wordpress.com/2018/02/15/when-things-dont-go-according-to-plan/#comment-8
Very interesting to read about other Project Managers’ problems and how they deal with them. Especially so in a case like this. While I have personally never had any real trouble with other team members not delivering on time, I have considered what I would do if such a situation would occur. What makes the perspectives of other Project Managers so interesting is the situation as […]

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Comment #2

Comment on Michael Degirmen’s blog post: “When things don’t go according to plan”
https://michaeldegirmen.wordpress.com/2018/02/15/when-things-dont-go-according-to-plan/#comment-8
Very interesting to read about other Project Managers’ problems and how they deal with them. Especially so in a case like this. While I have personally never had any real trouble with other team members not delivering on time, I have considered what I would do if such a situation would occur. What makes the perspectives of other Project Managers so interesting is the situation as […]

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Comment #1

Comment on Mija Causey’s blog post: “Working on the Alpha presentation. Post 1”
https://flytrapblog861090001.wordpress.com/2018/02/08/working-on-the-alpha-presentation-post-1/#comment-2
It is both reassuring and unnerving to see that other Project Managers are struggling with finding meaningful ways to contribute to their group. Your post is very clear about what you are working on, namely the alpha presentation, and I think you make a clear case for why you are working on it at this time. However, your work process is a bit difficult to decode. […]

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Comment #1

Comment on Mija Causey’s blog post: “Working on the Alpha presentation. Post 1”
https://flytrapblog861090001.wordpress.com/2018/02/08/working-on-the-alpha-presentation-post-1/#comment-2
It is both reassuring and unnerving to see that other Project Managers are struggling with finding meaningful ways to contribute to their group. Your post is very clear about what you are working on, namely the alpha presentation, and I think you make a clear case for why you are working on it at this time. However, your work process is a bit difficult to decode. […]

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Insight #6 – Behemoth Postmortem

This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]

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Program: Graphics

Insight #6 – Behemoth Postmortem

This week I’ll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot ’em up course in the first year of the Game Design program at Uppsala University.
To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous design document developed by Team Bugbear during the first semester of the education, its main aesthetic is ‘Feel like operating heavy machinery’.
The game is a 2D […]

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Program: Graphics

End of Project

This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.

In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how […]

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Program: Game Design

End of Project

This past course has been incredibly insightful and giving regarding the development process and execution regarding Game Design and today we concluded the work with the last playtesting session.

In the end the game turned out good. It was playable and delivered on time where we met all the criterias for a viable product and almost all of the teams expectations. The playtest gave us a great deal of answers to how well we had done over the weeks and how […]

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Program: Game Design

Postmortem: Umibozu

The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]

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Program: Graphics

Postmortem: Umibozu

The Umibozu game project has now been completed. It is time to discuss the end results, and perhaps more importantly what can be learned from this project before heading onto a new one.
I will say I am decently satisfied with the end result. We managed to deliver a simple but playable game based on the concept we had chosen. The end result was a functioning game with a main menu, a level with gameplay lasting somewhere around 10 minutes perhaps […]

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Program: Graphics

Post #6 – Postmortem

Introduction
For about six months I have been working with Group Siren in my major, Game Design at Uppsala University, Campus Gotland. As I am writing this we have completed three projects together: a board game based inspired by the digital game “The Binding of Isaac”, a concept document for a digital game we named “Beezerker” and lastly a digital shoot ‘em up, Behemoth.

In this Postmortem I will be writing about the last project we conducted together, Behemoth.
What did we do?
In Behemoth […]

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Post #6 – Postmortem

Introduction
For about six months I have been working with Group Siren in my major, Game Design at Uppsala University, Campus Gotland. As I am writing this we have completed three projects together: a board game based inspired by the digital game “The Binding of Isaac”, a concept document for a digital game we named “Beezerker” and lastly a digital shoot ‘em up, Behemoth.

In this Postmortem I will be writing about the last project we conducted together, Behemoth.
What did we do?
In Behemoth […]

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Postmortem

Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]

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Program: Programming

Postmortem

Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]

/ Comments Off on Postmortem
Program: Programming

Postmortem

The end result of the product is way beyond of what I initially thought it would be. I’ve studied game-related courses before on a more beginning type of level. And the products we produced there were only sometimes playable. There was no motivation, no drive to complete the games. However, here at this university, every soul I meet has a passion for creating games in their own way.
I have learnt a lot of what is needed of me as a […]

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Program: Game Design

Postmortem

The end result of the product is way beyond of what I initially thought it would be. I’ve studied game-related courses before on a more beginning type of level. And the products we produced there were only sometimes playable. There was no motivation, no drive to complete the games. However, here at this university, every soul I meet has a passion for creating games in their own way.
I have learnt a lot of what is needed of me as a […]

/ Comments Off on Postmortem
Program: Game Design

POSTMORTEM… 5SD064 HANNA AHO LIND

YOU WON!

Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion.
I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to […]

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Program: Graphics

POSTMORTEM… 5SD064 HANNA AHO LIND

YOU WON!

Postmortem. We have reached the very end of this journey. We all leave the last playtest, and the ever blowing wind carries a few snowflakes through the last rays of sunshine. The playtest has been tiring, yet it gave us much laughter and much confusion.
I`m Hanna Aho Lind, graphic-artist from team Troll. We made the game Depth. And our end result is a playable sidescroller shoot em up, with the general aesthetic of “last leg”. The game is to […]

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Program: Graphics

Dev Blog #6 -Postmortem

Hello!
This was the last week of production for the shoot ’em up games, and therefore it is also my last blog post. I will write about how the game ended up and what I have learned in the process of making it.
As a reminder, team Devourer worked on the concept of Aetherial, while staying pretty close to a space shooter style game. The fact that we opted for a simple game when most other groups tried to stand out ended […]

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Dev Blog #6 -Postmortem

Hello!
This was the last week of production for the shoot ’em up games, and therefore it is also my last blog post. I will write about how the game ended up and what I have learned in the process of making it.
As a reminder, team Devourer worked on the concept of Aetherial, while staying pretty close to a space shooter style game. The fact that we opted for a simple game when most other groups tried to stand out ended […]

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Веремя

A foreigner who sits across from me
Can you tell me what your Time is?
How is it woven? How is it measured?
Is it in lines or is it entangled?
Those you call slaves have a different abstraction
We can not see Time but we can see the Action
You’re calling us servants?! We’re calling you mutes!
We could teach one another but we are not in cahoots
for what reason?

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Program: Game Design

Веремя

A foreigner who sits across from me
Can you tell me what your Time is?
How is it woven? How is it measured?
Is it in lines or is it entangled?
Those you call slaves have a different abstraction
We can not see Time but we can see the Action
You’re calling us servants?! We’re calling you mutes!
We could teach one another but we are not in cahoots
for what reason?

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Program: Game Design