Browsing 'Game Design': Posts from either of the Game Design programs

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 […]

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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 […]

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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

See you later boaty boat~

 


This is the last post for our shoot ‘em up. There have been good and bad times but surely a lot has been learned.
Our group has developed doing this project and some friendships has been made. We have had a lot of challenges about what is right and wrong and who has the last word for what. But I am grateful that we manage to make this game which I am somewhat pleased with, and that we […]

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Program: Graphics

See you later boaty boat~

 


This is the last post for our shoot ‘em up. There have been good and bad times but surely a lot has been learned.
Our group has developed doing this project and some friendships has been made. We have had a lot of challenges about what is right and wrong and who has the last word for what. But I am grateful that we manage to make this game which I am somewhat pleased with, and that we […]

/ Comments Off on See you later boaty boat~
Program: Graphics

Game Design 2: Blogpost #6, Postmortem

This blog post will be my postmortem for Group Sirens work on the videogame Behemoth during the Game Design 2 course in the program Game Design at Uppsala University, Campus Gotland. I am Jonathan Berggren and I was the only programmer in our group along with one project manager, two artists and previously a designer who sadly dropped out before the start of the Game Design 2 course making us one of the smaller groups for this project. Before this […]

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Program: Programming

Game Design 2: Blogpost #6, Postmortem

This blog post will be my postmortem for Group Sirens work on the videogame Behemoth during the Game Design 2 course in the program Game Design at Uppsala University, Campus Gotland. I am Jonathan Berggren and I was the only programmer in our group along with one project manager, two artists and previously a designer who sadly dropped out before the start of the Game Design 2 course making us one of the smaller groups for this project. Before this […]

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Program: Programming

Development blog 6 – five blogs in one v2

Good morning all. As one of the artist in group Zombie. I am excited to present you my final development blog- 5 blogs in one! This time, I will conclude everything I have learned during the development of our Exploration game – Umibozu.
First, let me describe what work I have done. I have created animation for 3 different interactable game object. I have also created 4 different cutscenes to narrate the story. In the game design phrase, I have given my […]

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Program: Graphics

Development blog 6 – five blogs in one v2

Good morning all. As one of the artist in group Zombie. I am excited to present you my final development blog- 5 blogs in one! This time, I will conclude everything I have learned during the development of our Exploration game – Umibozu.
First, let me describe what work I have done. I have created animation for 3 different interactable game object. I have also created 4 different cutscenes to narrate the story. In the game design phrase, I have given my […]

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Program: Graphics

Postmortem

After 8 weeks of production, we have finally reached our goal. What started of as a design concept by team Bugbear is now reality. We chose their concept “Behemoth” because it was simple to make and left enough room for us to be creative and our own touch to it.
The end result of the game includes a Behemoth avatar with 4 shields that can be activated separately, and a cannon that can rotate over an angle as well as move […]

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Program: Programming

Postmortem

After 8 weeks of production, we have finally reached our goal. What started of as a design concept by team Bugbear is now reality. We chose their concept “Behemoth” because it was simple to make and left enough room for us to be creative and our own touch to it.
The end result of the game includes a Behemoth avatar with 4 shields that can be activated separately, and a cannon that can rotate over an angle as well as move […]

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Program: Programming

Comment : blog post assignment 5

Hey, good post!
I found everything clear, although some of your post was a bit swenglish-y, but that’s alright! I quite agree with your conclusion that playtesting is an extremely useful tool. A simple tweak in variables can bring about a huge improvement in game feel and therefore a better experience for the player. Knowing where to tweak, though, is hard to just guess, so playtesting is crucial. I liked your explanation of how you prepared for playtesting. We did much […]

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Program: Programming

Comment : blog post assignment 5

Hey, good post!
I found everything clear, although some of your post was a bit swenglish-y, but that’s alright! I quite agree with your conclusion that playtesting is an extremely useful tool. A simple tweak in variables can bring about a huge improvement in game feel and therefore a better experience for the player. Knowing where to tweak, though, is hard to just guess, so playtesting is crucial. I liked your explanation of how you prepared for playtesting. We did much […]

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Program: Programming