Browsing 'Game Design': Posts from either of the Game Design programs
Post #1: 360 No-Scoping the Project
Listen closely, for I am about to share with you a tale of great importance.
To correctly scope a project can be a challenge. Over-scoping is pervasive in video game development, where “feature creep” and underestimating the amount of time the game will take lead to games being delayed for years or canceled altogether (which can be a better outcome in some situations). How should one go about scoping their game? I don’t know. I’m inexperienced, a student, and this is a […]
Post #1: 360 No-Scoping the Project
Listen closely, for I am about to share with you a tale of great importance.
To correctly scope a project can be a challenge. Over-scoping is pervasive in video game development, where “feature creep” and underestimating the amount of time the game will take lead to games being delayed for years or canceled altogether (which can be a better outcome in some situations). How should one go about scoping their game? I don’t know. I’m inexperienced, a student, and this is a […]
Student blog
This will be a blog where I post about the work I do in school every week and the reasons why I do what I do and the thoughs I have about it.
Have a nice time reading my blog!
Sofie Lindberg
Student blog
This will be a blog where I post about the work I do in school every week and the reasons why I do what I do and the thoughs I have about it.
Have a nice time reading my blog!
Sofie Lindberg
Project set-up: Product backlog
Welcome to my first blog post! I am the manager and producer of group Rakshasa. Our current objective is to create a 2D shoot ‘em up game working in the Scrum framework. We decided to use the “Fear is in me” concept document as the basis and we are striving to make the best our of it. The game is about little girl trying to overcome her nightmares. In her dreams she is lost in the forest and fights evil […]
Project set-up: Product backlog
Welcome to my first blog post! I am the manager and producer of group Rakshasa. Our current objective is to create a 2D shoot ‘em up game working in the Scrum framework. We decided to use the “Fear is in me” concept document as the basis and we are striving to make the best our of it. The game is about little girl trying to overcome her nightmares. In her dreams she is lost in the forest and fights evil […]
Conceptualizing the Behemoth
As a task for the second week, I were to start making our ”Behemoth” main character for our game. It was to be a large, towering Mech (in contrast with the large airship of the original concept document), and it was supposed to feel like it was much larger than anything else on the screen.
I started out with a rough silhouette sketch to estimate what kind of shape I wanted it to be, and the general shape I wanted it […]
Conceptualizing the Behemoth
As a task for the second week, I were to start making our ”Behemoth” main character for our game. It was to be a large, towering Mech (in contrast with the large airship of the original concept document), and it was supposed to feel like it was much larger than anything else on the screen.
I started out with a rough silhouette sketch to estimate what kind of shape I wanted it to be, and the general shape I wanted it […]
Blog 1: Level Design and Mechanics
After choosing the concept, Umibozu, we first decided to stick to most of the concept in terms of mechanics and level layout, but when trying it out in the game and seeing how it felt, I knew that there were some changes that needed to be made. At first the idea was that the player, a fisherman in a boat, was to travel through an endless scroller level until they encountered a boss, which they then had to run from. […]
Blog 1: Level Design and Mechanics
After choosing the concept, Umibozu, we first decided to stick to most of the concept in terms of mechanics and level layout, but when trying it out in the game and seeing how it felt, I knew that there were some changes that needed to be made. At first the idea was that the player, a fisherman in a boat, was to travel through an endless scroller level until they encountered a boss, which they then had to run from. […]
Dev Blog #1 – The Setting
Hello everyone! This week I wanted to talk about the setting of the game and the general feeling we are trying to evoke.
The aesthetic goal of Aetherial is overcoming challenge -barely, and this is the core feeling upon which the mechanics are based. Team Devourer sought to expand upon this feeling however, so we modified the setting while still attempting to keep the aesthetic goal intact. While we followed the designs of the original concept rather closely, we did put […]
Dev Blog #1 – The Setting
Hello everyone! This week I wanted to talk about the setting of the game and the general feeling we are trying to evoke.
The aesthetic goal of Aetherial is overcoming challenge -barely, and this is the core feeling upon which the mechanics are based. Team Devourer sought to expand upon this feeling however, so we modified the setting while still attempting to keep the aesthetic goal intact. While we followed the designs of the original concept rather closely, we did put […]
The beam attack in Aetherial
The beam attack actually wasn’t in the original design document of Aetherial, which was made by the group “Team Vampire”. However after looking at the players abilities we came to the conclusion that the player needed another ability, besides the harpoon, to deal with enemies who got behind him. Also we felt that the theme of being a “champion” wasn’t sufficiently represented by a ship that could only fire a harpoon; we wanted the player to feel powerful and in […]
The beam attack in Aetherial
The beam attack actually wasn’t in the original design document of Aetherial, which was made by the group “Team Vampire”. However after looking at the players abilities we came to the conclusion that the player needed another ability, besides the harpoon, to deal with enemies who got behind him. Also we felt that the theme of being a “champion” wasn’t sufficiently represented by a ship that could only fire a harpoon; we wanted the player to feel powerful and in […]
What now?
Entry Journal 2018/02/08
During the past week, me and my group have worked on a game called Aetherial (concept designed by Team Vampire). A shoot’em up project loosely based on the Disney movie Treasure Planet and with some influences from the steampunk art style. At the first week’s sprint planning, I (as a graphic student) got assigned with figuring out how the player avatar was going to look like. Guess what this week’s entry journal is going to be about!
Aetherial takes place in a […]
What now?
Entry Journal 2018/02/08
During the past week, me and my group have worked on a game called Aetherial (concept designed by Team Vampire). A shoot’em up project loosely based on the Disney movie Treasure Planet and with some influences from the steampunk art style. At the first week’s sprint planning, I (as a graphic student) got assigned with figuring out how the player avatar was going to look like. Guess what this week’s entry journal is going to be about!
Aetherial takes place in a […]
Designing an easy enemy from a Aesthetical/Mechanical/Dynamical View
I am going to be blogging a bit about this menacing monster called Sky Glaucus ( Although the fact is, it is rather harmless)
How did we design an easy enemy, and why?
The Sky Glaucus will be the very first enemy you face in the game.
It will be one of the easiest enemies to face in our game.
What we had to be very careful about when creating this enemy was to not make it seem […]
Designing an easy enemy from a Aesthetical/Mechanical/Dynamical View
I am going to be blogging a bit about this menacing monster called Sky Glaucus ( Although the fact is, it is rather harmless)
How did we design an easy enemy, and why?
The Sky Glaucus will be the very first enemy you face in the game.
It will be one of the easiest enemies to face in our game.
What we had to be very careful about when creating this enemy was to not make it seem […]
Development blog 1:Perspective in our game
Good morning all. As one of the artist in group Zombie. I am excited to announce the out newest game Umibozi. Before I start talking about every single feature in this game, I will be showing off the development of the design of perspective and the color in Umibozu.
The perspective in Umibozi was a real challenge for group Zombie to design. Umibozu is an exploration, adventure, top-down game that the player plays as a small fishing boat who want to […]
Development blog 1:Perspective in our game
Good morning all. As one of the artist in group Zombie. I am excited to announce the out newest game Umibozi. Before I start talking about every single feature in this game, I will be showing off the development of the design of perspective and the color in Umibozu.
The perspective in Umibozi was a real challenge for group Zombie to design. Umibozu is an exploration, adventure, top-down game that the player plays as a small fishing boat who want to […]
The making of a boaty boat
The Umibozu concept is about a game where you are in control of a ship in search of a mysterious sea creature. The player will be traveling the vast ocean, looking for clues and fending off monsters. Thus, most of the game will consist of looking at a ship and the surrounding ocean, so an early decision was made that it is important that it feels correct, or “boaty” as we like to call it.
The boaty feel
Image from a pre-alpha […]
The making of a boaty boat
The Umibozu concept is about a game where you are in control of a ship in search of a mysterious sea creature. The player will be traveling the vast ocean, looking for clues and fending off monsters. Thus, most of the game will consist of looking at a ship and the surrounding ocean, so an early decision was made that it is important that it feels correct, or “boaty” as we like to call it.
The boaty feel
Image from a pre-alpha […]
1. The reasoning for the tutorial concept
My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when […]
1. The reasoning for the tutorial concept
My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when […]