Browsing 'Graphics': Posts from Game Design and Graphics

To test or detest? That is the question

Hello everyone, this will probably a slightly shorter blog post since it’s about how my workflow and priorities has been affected by the feedback gained through the playtesting. Throughout the playtesting we got very few comments on the art in general, and most of what we got was that it looked good – there are however two artistic things that have found their way into the game faster because of the feedback we got.
Well technically 3; During the alpha […]

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Program: Graphics

To test or detest? That is the question

Hello everyone, this will probably a slightly shorter blog post since it’s about how my workflow and priorities has been affected by the feedback gained through the playtesting. Throughout the playtesting we got very few comments on the art in general, and most of what we got was that it looked good – there are however two artistic things that have found their way into the game faster because of the feedback we got.
Well technically 3; During the alpha […]

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Program: Graphics

Insight #5 – Playtesting and Feedback

This week I will comment on some of the feedback we received from the rest of the students during our alpha and beta playtesting sessions and how we approached the design of the game after that. This is a long one, so go get a cup of tea!
Alpha
For our Alpha presentation we found a table that was in one of the ends of a major flow of traffic, thanks to this we received a substantial amount of player feedback and […]

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Program: Graphics

Insight #5 – Playtesting and Feedback

This week I will comment on some of the feedback we received from the rest of the students during our alpha and beta playtesting sessions and how we approached the design of the game after that. This is a long one, so go get a cup of tea!
Alpha
For our Alpha presentation we found a table that was in one of the ends of a major flow of traffic, thanks to this we received a substantial amount of player feedback and […]

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Program: Graphics

Critique 1: Alexander Sinn

https://shirovfx.wordpress.com/2018/02/08/water/
 
Your article is well constructed and most importantly: concise. Easy to read, grammatically correct and allows the reader to get a clear understanding of what went through your mind when deciding upon how you want the game to actually look at his final state.
Nevertheless it would have been interesting to get at the beginning a quick explanation on what Omibozu actually is and why the folklore around it makes sense towards your design choice.
Also an image of your […]

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Program: Graphics

Critique 1: Alexander Sinn

https://shirovfx.wordpress.com/2018/02/08/water/
 
Your article is well constructed and most importantly: concise. Easy to read, grammatically correct and allows the reader to get a clear understanding of what went through your mind when deciding upon how you want the game to actually look at his final state.
Nevertheless it would have been interesting to get at the beginning a quick explanation on what Omibozu actually is and why the folklore around it makes sense towards your design choice.
Also an image of your […]

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Program: Graphics

Blog Post #5 – Playtesting

Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]

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Program: Graphics

Blog Post #5 – Playtesting

Playtesting has ultimately shaped our entire process due to how we tried to apply feedback received in both playtesting sessions to our game. Our first alpha playtesting session of Behemoth was the most informative- in the early phases of Behemoth, the issues were very obvious right as we started the playtest. However, as time goes on, it becomes increasingly more complicated to determine where the issues lie as the complexity of the game increases through the development process.
In the alpha […]

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Program: Graphics

The Boaty way of playtesting

As an artist it is very important to make players read the visuals meaning and how they make the player feel. It is very essential to get feedback from testers on the response the game gives to the player.
By using survey and talking to the testers there was given a lot of great feedback. Orally gives more in depth of what the testers actually mean, if they for example do not have the feeling the game has a mysterious […]

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Program: Graphics

The Boaty way of playtesting

As an artist it is very important to make players read the visuals meaning and how they make the player feel. It is very essential to get feedback from testers on the response the game gives to the player.
By using survey and talking to the testers there was given a lot of great feedback. Orally gives more in depth of what the testers actually mean, if they for example do not have the feeling the game has a mysterious […]

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Program: Graphics

Player Feedback

So, playtesting.
I worked as a playtester for a while on a game company called ”Zoink!” who made the recently released game ”Fe” – and because of this I fully realize the importance of feedback from anyone who is not directly involved in the project. Being able to swallow your pride, take and process critique is something that any game developer will inevitably have to learn. Being a graphics-student, however, leaves me with less criticism than I might have wanted. Usually, […]

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Program: Graphics

Player Feedback

So, playtesting.
I worked as a playtester for a while on a game company called ”Zoink!” who made the recently released game ”Fe” – and because of this I fully realize the importance of feedback from anyone who is not directly involved in the project. Being able to swallow your pride, take and process critique is something that any game developer will inevitably have to learn. Being a graphics-student, however, leaves me with less criticism than I might have wanted. Usually, […]

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Program: Graphics

Comment on Blog Post #4

Hey!
Sorry for the late reply!
I really like the effect you’ve achieved with the animation, the wind-up was a really good choice and I think it conveys a lot of weight and power. I enjoyed reading your post – unlike my own, it was quite short, which is fine. I think I would have wanted some more technicalities on how exactly you made it, like if you used photoshop and if you used framer or video animation. I also really like […]

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Program: Graphics

Comment on Blog Post #4

Hey!
Sorry for the late reply!
I really like the effect you’ve achieved with the animation, the wind-up was a really good choice and I think it conveys a lot of weight and power. I enjoyed reading your post – unlike my own, it was quite short, which is fine. I think I would have wanted some more technicalities on how exactly you made it, like if you used photoshop and if you used framer or video animation. I also really like […]

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Program: Graphics

8th of March

I guess it is to be expected that the first digital game we create during our education would highlight the fact that making games is really difficult. As such, the intended end goal of this course is probably not to have us create great, or even half decent games, but rather to make sure that we learn something from the process.
That being said, I thing that we as a group has failed to utilize the playtesting sessions in a meaningful […]

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Program: Graphics

8th of March

I guess it is to be expected that the first digital game we create during our education would highlight the fact that making games is really difficult. As such, the intended end goal of this course is probably not to have us create great, or even half decent games, but rather to make sure that we learn something from the process.
That being said, I thing that we as a group has failed to utilize the playtesting sessions in a meaningful […]

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Program: Graphics

Testing, testing.

Now we are not far away from the deadline of having to present the finished game. Throughout the development process we have used some tools to help us. Other than scrum (which I have described the advantages of in another blogpost), there has been another very important thing that we have had to our help: playtesting.
Without the valuable feedback from the playtesting, our game would probably be very difficult, because when you develop a game you playtest it yourself over […]

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Program: Graphics

Testing, testing.

Now we are not far away from the deadline of having to present the finished game. Throughout the development process we have used some tools to help us. Other than scrum (which I have described the advantages of in another blogpost), there has been another very important thing that we have had to our help: playtesting.
Without the valuable feedback from the playtesting, our game would probably be very difficult, because when you develop a game you playtest it yourself over […]

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Program: Graphics

Play-testing

Hiiiiiiiiiiii!
This week we are required to write about play-testing and how it has affected the development of our game.
During the production of our shoot ‘em ups we have had two play-testing opportunities. One right before the Alpha deadline and the second right before our Beta deadline. The play-testing is basically a workshop where every team set up at least two laptops with their game for all the other teams to test. At least one member of the team is present […]

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Program: Graphics

Play-testing

Hiiiiiiiiiiii!
This week we are required to write about play-testing and how it has affected the development of our game.
During the production of our shoot ‘em ups we have had two play-testing opportunities. One right before the Alpha deadline and the second right before our Beta deadline. The play-testing is basically a workshop where every team set up at least two laptops with their game for all the other teams to test. At least one member of the team is present […]

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Program: Graphics

The effects of playtesting – 5SD064 HANNA AHO LIND

Hello once again dear classmates.
Another week has passed and we all look forward to leaving this course behind. But if there is something especially fun to rememeber from this course it is the two playtesting sessions we have had.
During the playtests we got to play the others games, but also get valuable feedback from both teachers and other students.
After playing our game they were asked to fill out a survey, with prepared questions which we wanted answers of. But we […]

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Program: Graphics

The effects of playtesting – 5SD064 HANNA AHO LIND

Hello once again dear classmates.
Another week has passed and we all look forward to leaving this course behind. But if there is something especially fun to rememeber from this course it is the two playtesting sessions we have had.
During the playtests we got to play the others games, but also get valuable feedback from both teachers and other students.
After playing our game they were asked to fill out a survey, with prepared questions which we wanted answers of. But we […]

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Program: Graphics

Comment Week 4

Greetings Hanna,
(William Teurnell, Team Poltergeist)
I enjoy the effects you are reaching for. You go into good detail on your thoughts and processes, and your decisions are clearly motivated. You explain the impact and intended meaning of your visuals, and you let the reader know of its significance. It was interesting how you recognised and worked around the fact that there was no animation by creating a sprite that appears caught-in-motion. I liked the end result for this reason; it looks […]

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Program: Graphics

Comment Week 4

Greetings Hanna,
(William Teurnell, Team Poltergeist)
I enjoy the effects you are reaching for. You go into good detail on your thoughts and processes, and your decisions are clearly motivated. You explain the impact and intended meaning of your visuals, and you let the reader know of its significance. It was interesting how you recognised and worked around the fact that there was no animation by creating a sprite that appears caught-in-motion. I liked the end result for this reason; it looks […]

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Program: Graphics