Shoot ’em up – Postmortem

Standing on the finish line of this 10-week period we stand with a finished product that’ve worked out really well and have gotten positive feedback. The game consists of 7 levels, the first one is a tutorial and the last one a boss encounter. It also features two animated sequences, sound and UI.
I’ve been part of a team called “Mimic” and luckily, we fit well together and haven’t had that many bumps along the way. The exception being a few disagreements about minor things but no major falling outs. Another positive was that we already knew each other quite well after creating a concept and participating in workshops together. The groups individual capabilities made everything a smooth ride as everyone handled their tasks with ease, leaving only the actual workload to be the biggest concern at hand.

This being my first actual digital game I feel like I have come a long way during this short period. I went in to the project with some uncertainties about my role as a designer, mainly because of my brief experience and that my responsibilities had been shared by the whole group prior to this project. This process has taught me by doing, and I have some lessons to further myself even more for the upcoming arcade project. One of those being to better utilize user stories. I thought I had a full grasp on how to use them but realised on the way that I could do it even more. The way I used them was to mainly use them in the beginning but to better it the future, I will use them even more through out the whole process to motivate more of the design decisions and their value to player.

The production of our game resulted in an end product that I can be proud of and have taught me a lot about game creation and made me more comfortable in my role as a designer. It saddens me a bit too leave this game behind but I’m motivated to take on new challenges in the upcoming project and to become even better at what I do!

Our game Beelonging is available at
https://team-mimic.itch.io/beelonging
(Unfortunately without cutscenes in the browser version)

About Maximilian Kassander

2017 Game Design