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

Organizing Stand-Up Meetings

I have chosen to write about what is most likely my most significant task, properly structuring and planning our meetings. While I am not entirely sure that I have managed to properly structure each meeting, the Sprint Planning ones in particular, I am very satisfied with how I have now scheduled the meetings.
To give some very clear, concise context: The group should have a stand-up meeting within the same timeslot every day of the sprint, face-to-face. This was some headache […]

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Organizing Stand-Up Meetings

I have chosen to write about what is most likely my most significant task, properly structuring and planning our meetings. While I am not entirely sure that I have managed to properly structure each meeting, the Sprint Planning ones in particular, I am very satisfied with how I have now scheduled the meetings.
To give some very clear, concise context: The group should have a stand-up meeting within the same timeslot every day of the sprint, face-to-face. This was some headache […]

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My First 3 Years of Game Design

Documenting what I did while at Uppsala University Campus Gotland while Studying Game Design & Programming.

My First Game Jam: Postmord – October 2017
Before we started Unity in the Winter quarter we had the chance to attend a Game Jam organized by the school faculty called “My First Jam” where we all had 8 hours to create a game within Game Maker 2.0 with the theme “You Had One Job”. I banded together with some of the other students to create […]

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Program: Programming

My First 3 Years of Game Design

Documenting what I did while at Uppsala University Campus Gotland while Studying Game Design & Programming.

My First Game Jam: Postmord – October 2017
Before we started Unity in the Winter quarter we had the chance to attend a Game Jam organized by the school faculty called “My First Jam” where we all had 8 hours to create a game within Game Maker 2.0 with the theme “You Had One Job”. I banded together with some of the other students to create […]

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Program: Programming

Enemies lurking in the mist


In game design, the enemies that you create might in some cases be more important than the player character. Right now me and a team of five other people are developing a game based on a game concept someone else created. The game is called Umibozu, and you play as a curious fisherman trying to find the mystical creature called Umibozu. Lost in a dense fog you have to avoid obstacles, pick up energy crates to […]

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Program: Graphics

Enemies lurking in the mist


In game design, the enemies that you create might in some cases be more important than the player character. Right now me and a team of five other people are developing a game based on a game concept someone else created. The game is called Umibozu, and you play as a curious fisherman trying to find the mystical creature called Umibozu. Lost in a dense fog you have to avoid obstacles, pick up energy crates to […]

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Program: Graphics

Cursor design

This, and the upcoming posts, will concern parts of the process of making a shoot ‘em up game together with the other members of group Mimic.
In our game Beelonging the player takes on the role of a bee that’s part of a swarm. The controllable bee is located in front of the others and its movement is executed by using the mouse. The bee follows wherever the pointer is located. Initially we did not have an indication of where the […]

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Program: Game Design

Cursor design

This, and the upcoming posts, will concern parts of the process of making a shoot ‘em up game together with the other members of group Mimic.
In our game Beelonging the player takes on the role of a bee that’s part of a swarm. The controllable bee is located in front of the others and its movement is executed by using the mouse. The bee follows wherever the pointer is located. Initially we did not have an indication of where the […]

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Program: Game Design

Power-up mechanic

Our group chose the concept for the game ”Behemoth” there you play as the biggest and most powerful ship in existence. You need to escape and with your fire power and stature to blow a path through the forces that are doing everything to not let you get away.
The concept document did not have any power-ups so we needed to figure out a power-up that would be logical to the Behemoth and make the player to feel even more powerful […]

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Program: Game Design

Power-up mechanic

Our group chose the concept for the game ”Behemoth” there you play as the biggest and most powerful ship in existence. You need to escape and with your fire power and stature to blow a path through the forces that are doing everything to not let you get away.
The concept document did not have any power-ups so we needed to figure out a power-up that would be logical to the Behemoth and make the player to feel even more powerful […]

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Program: Game Design

1. Power Up the week!

What?
This week i worked much with the art for the Power Up’s for our game. In particular two different kinds of flashlights, a battery and fireflies.
The dual flashlight are suppose to give the character a wider range in the game and the search light a longer range on the flashlight the she uses to kill the enemies with while the battery simply is there to give more power the the flashlights. The fireflies will simply follow the character and […]

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Program: Graphics

1. Power Up the week!

What?
This week i worked much with the art for the Power Up’s for our game. In particular two different kinds of flashlights, a battery and fireflies.
The dual flashlight are suppose to give the character a wider range in the game and the search light a longer range on the flashlight the she uses to kill the enemies with while the battery simply is there to give more power the the flashlights. The fireflies will simply follow the character and […]

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Program: Graphics

Sickness and Harpoons

This week (week 6) Iwas tasked with drawing clouds and harpoons, which sounded simple enough, and would leave me with time to catch up on my animations from last week which took a bit longer than expected. It would probably have gone according to plan, had I not contracted a nasty sickness on tuesday night. This sickness included vomiting, dizzyness and constant headaches, which of course made me unable to attend group meetings but also pretty much completely unable to […]

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Program: Graphics

Sickness and Harpoons

This week (week 6) Iwas tasked with drawing clouds and harpoons, which sounded simple enough, and would leave me with time to catch up on my animations from last week which took a bit longer than expected. It would probably have gone according to plan, had I not contracted a nasty sickness on tuesday night. This sickness included vomiting, dizzyness and constant headaches, which of course made me unable to attend group meetings but also pretty much completely unable to […]

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Program: Graphics

Finding a suitable gameplay song

My goal for this week was to find a suitable background song that would be played during gameplay. The game is considered to be a children’s game, since the target group are 7 to 8 year old’s. Therefore, it is important the song communicates the right feeling to the target group. By using the MDA framework; focusing on the aesthetic goal, it was easier to find a suitable song for the game. By using MDA, I could find songs with […]

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Finding a suitable gameplay song

My goal for this week was to find a suitable background song that would be played during gameplay. The game is considered to be a children’s game, since the target group are 7 to 8 year old’s. Therefore, it is important the song communicates the right feeling to the target group. By using the MDA framework; focusing on the aesthetic goal, it was easier to find a suitable song for the game. By using MDA, I could find songs with […]

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Level Design – Tutorial Through Gameplay

The game my group and I decided to develop was a game concept called Umibozu. This game has the aesthetic goal of approaching something mysterious and is set in an unknown place in the waters of Japan. The player is portrayed as a ship that sails around a thick mist with limited light to see its surrounding.
One of the vital tasks for the Alpha presentation is to make a basic level design for the game. My immediately though for this […]

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Program: Game Design

Level Design – Tutorial Through Gameplay

The game my group and I decided to develop was a game concept called Umibozu. This game has the aesthetic goal of approaching something mysterious and is set in an unknown place in the waters of Japan. The player is portrayed as a ship that sails around a thick mist with limited light to see its surrounding.
One of the vital tasks for the Alpha presentation is to make a basic level design for the game. My immediately though for this […]

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Program: Game Design

Spooky Fishy

In Depth you play as a submarine trying to make your way through an underwater cave while being chased by a spooky fish (left one). As this spooky fish is kinda an important part of the game I thought it would make a good first post.
The Chasing
The creature fish thing is pretty big (image below), so trying to make him navigate through the cave seemed like a big task, so I instead decided to make him move in the background […]

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Program: Programming

Spooky Fishy

In Depth you play as a submarine trying to make your way through an underwater cave while being chased by a spooky fish (left one). As this spooky fish is kinda an important part of the game I thought it would make a good first post.
The Chasing
The creature fish thing is pretty big (image below), so trying to make him navigate through the cave seemed like a big task, so I instead decided to make him move in the background […]

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Program: Programming

Work Space

My team started making our first game during our Game Design studies at Campus Gotland. It’s a side scrolling shoot’em-up about Bees and it’s mainly for kids. The team consists of 6 members: 2 Programming minors, 2 Graphics minors, 1 Design minor and me, a Project Management minor. As a project manager I am concerned with the success of the project. The success of the project is undeniably tied to the success of the team. So really, I am interested […]

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Work Space

My team started making our first game during our Game Design studies at Campus Gotland. It’s a side scrolling shoot’em-up about Bees and it’s mainly for kids. The team consists of 6 members: 2 Programming minors, 2 Graphics minors, 1 Design minor and me, a Project Management minor. As a project manager I am concerned with the success of the project. The success of the project is undeniably tied to the success of the team. So really, I am interested […]

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Adding music to the game

In this blog I will post about progress I’ve made in the game Omibozu. I’m making the game together with the group Flytrap.
The first thing I did for the game was to create the soundtracks. From what I’ve heard this is not a common approach, instead the soundtracks are usually created when the game is almost completed and when the aesthetics of the game is established. Because of this I had to get as much information about the game as […]

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Program: Programming

Adding music to the game

In this blog I will post about progress I’ve made in the game Omibozu. I’m making the game together with the group Flytrap.
The first thing I did for the game was to create the soundtracks. From what I’ve heard this is not a common approach, instead the soundtracks are usually created when the game is almost completed and when the aesthetics of the game is established. Because of this I had to get as much information about the game as […]

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Program: Programming