Browsing 'Project Management':

Comment #5

Comment on Niklas Ericsson’s blog post: “Sprint 7 – Playtesting”
https://niklasericssonblog.wordpress.com/2018/03/07/sprint-7-playtesting/comment-page-1/#comment-17
You’ve written a very extensive and detailed post while still keeping the reader interested. You make it very clear what state your game was in at every playtest, and what kind of feedback you were anticipating/looking for. You’ve also made it clear what kind of feedback it was you recieved and how it affected the development of your game. The many examples you describe (powerup, shield buttons, charging laser) […]

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Comment #5

Comment on Niklas Ericsson’s blog post: “Sprint 7 – Playtesting”
https://niklasericssonblog.wordpress.com/2018/03/07/sprint-7-playtesting/comment-page-1/#comment-17
You’ve written a very extensive and detailed post while still keeping the reader interested. You make it very clear what state your game was in at every playtest, and what kind of feedback you were anticipating/looking for. You’ve also made it clear what kind of feedback it was you recieved and how it affected the development of your game. The many examples you describe (powerup, shield buttons, charging laser) […]

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Comment #4

Comment on Mattias Ramkvist’s blog post: “Boss design”
https://rasagameengine.wordpress.com/2018/03/03/boss-design/comment-page-1/#comment-12
Your post highlights a very intriguing part of your game’s design. You do a good job of contextualizing as well as motivating why you’ve made this design decision, as well as what it actually is that you’re doing. If I had to pick out something which could have been done better then I do feel like there could perhaps have been some slight elaboration regarding why it is important for the […]

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Comment #4

Comment on Mattias Ramkvist’s blog post: “Boss design”
https://rasagameengine.wordpress.com/2018/03/03/boss-design/comment-page-1/#comment-12
Your post highlights a very intriguing part of your game’s design. You do a good job of contextualizing as well as motivating why you’ve made this design decision, as well as what it actually is that you’re doing. If I had to pick out something which could have been done better then I do feel like there could perhaps have been some slight elaboration regarding why it is important for the […]

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Comment #3

Comment on Sasa Dzigurski’s blog post: “Scrum-ing the project”
https://sasadzigurski.wordpress.com/2018/02/22/scrum-ing-the-project/#comment-3
A very nice and well-structured look into how your team uses the Scrum framework. I think you do a good job of explaining what Scrum is, and the following descriptions of your work process serves nicely as examples of how to apply the framework. However I would like to point out that there were a few instances in which I feel like the explanations can be misinterpreted. The description of […]

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Comment #3

Comment on Sasa Dzigurski’s blog post: “Scrum-ing the project”
https://sasadzigurski.wordpress.com/2018/02/22/scrum-ing-the-project/#comment-3
A very nice and well-structured look into how your team uses the Scrum framework. I think you do a good job of explaining what Scrum is, and the following descriptions of your work process serves nicely as examples of how to apply the framework. However I would like to point out that there were a few instances in which I feel like the explanations can be misinterpreted. The description of […]

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Comment #2

Comment on Michael Degirmen’s blog post: “When things don’t go according to plan”
https://michaeldegirmen.wordpress.com/2018/02/15/when-things-dont-go-according-to-plan/#comment-8
Very interesting to read about other Project Managers’ problems and how they deal with them. Especially so in a case like this. While I have personally never had any real trouble with other team members not delivering on time, I have considered what I would do if such a situation would occur. What makes the perspectives of other Project Managers so interesting is the situation as […]

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Comment #2

Comment on Michael Degirmen’s blog post: “When things don’t go according to plan”
https://michaeldegirmen.wordpress.com/2018/02/15/when-things-dont-go-according-to-plan/#comment-8
Very interesting to read about other Project Managers’ problems and how they deal with them. Especially so in a case like this. While I have personally never had any real trouble with other team members not delivering on time, I have considered what I would do if such a situation would occur. What makes the perspectives of other Project Managers so interesting is the situation as […]

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Comment #1

Comment on Mija Causey’s blog post: “Working on the Alpha presentation. Post 1”
https://flytrapblog861090001.wordpress.com/2018/02/08/working-on-the-alpha-presentation-post-1/#comment-2
It is both reassuring and unnerving to see that other Project Managers are struggling with finding meaningful ways to contribute to their group. Your post is very clear about what you are working on, namely the alpha presentation, and I think you make a clear case for why you are working on it at this time. However, your work process is a bit difficult to decode. […]

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Comment #1

Comment on Mija Causey’s blog post: “Working on the Alpha presentation. Post 1”
https://flytrapblog861090001.wordpress.com/2018/02/08/working-on-the-alpha-presentation-post-1/#comment-2
It is both reassuring and unnerving to see that other Project Managers are struggling with finding meaningful ways to contribute to their group. Your post is very clear about what you are working on, namely the alpha presentation, and I think you make a clear case for why you are working on it at this time. However, your work process is a bit difficult to decode. […]

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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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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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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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Dead On Arrival

Friendship Down, a game about trials and tribulations that can only be overcome through teamwork. Maybe I could try to make some parallels between the game and the process of making the came, but I don’t feel like it. The latter doesn’t have robots, anyway.
Overall, the game is more than satisfactory for the level we are at, even though sometimes I feel fairly strong feelings of the opposite and wanted to make major changes. Being both the scrum master and […]

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Dead On Arrival

Friendship Down, a game about trials and tribulations that can only be overcome through teamwork. Maybe I could try to make some parallels between the game and the process of making the came, but I don’t feel like it. The latter doesn’t have robots, anyway.
Overall, the game is more than satisfactory for the level we are at, even though sometimes I feel fairly strong feelings of the opposite and wanted to make major changes. Being both the scrum master and […]

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Comment #5

Regarding: Mija’s blog post
Hi Mija,
You aptly describe what playtesting has given to your team and how it has effected your development. It is nice to see that you are also honest about being inspired by the other groups developing similar games in how you eventually solved the issue of implementing fog into your game successfully. Why reinvent the wheel when you can look at other wheels and hopefully see how to improve upon existing design?
I also enjoyed reading about the […]

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Comment #5

Regarding: Mija’s blog post
Hi Mija,
You aptly describe what playtesting has given to your team and how it has effected your development. It is nice to see that you are also honest about being inspired by the other groups developing similar games in how you eventually solved the issue of implementing fog into your game successfully. Why reinvent the wheel when you can look at other wheels and hopefully see how to improve upon existing design?
I also enjoyed reading about the […]

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Comments made on different managers blogs #4

Hi Sasa
it’s clear that you had a good experience at the Beta playtest and there was as you write a better atmosphere than in the Alpha playtest. Now regarding your post, you write about what you kind of question you asked the player and the general feedback which is good. The feedback is tied to your aesthetic goal (good) however you do not state if the goals have been completely met or what you’re going to do with this feedback. […]

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Comments made on different managers blogs #4

Hi Sasa
it’s clear that you had a good experience at the Beta playtest and there was as you write a better atmosphere than in the Alpha playtest. Now regarding your post, you write about what you kind of question you asked the player and the general feedback which is good. The feedback is tied to your aesthetic goal (good) however you do not state if the goals have been completely met or what you’re going to do with this feedback. […]

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Comment #5: August Demirsson

Hello August,
You’re going to be getting a lot of attention for this post.
You’ve written an informative piece here. However, something that immediately came up for me is that you wrote more about your first playtesting session. Now, the requirements don’t specify that you had to write about the beta testing, but I feel that was implied. Anyway, it’s not really an issue, especially when it was not made clear in the instructions. The paragraph for the beta test provides more […]

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Comment #5: August Demirsson

Hello August,
You’re going to be getting a lot of attention for this post.
You’ve written an informative piece here. However, something that immediately came up for me is that you wrote more about your first playtesting session. Now, the requirements don’t specify that you had to write about the beta testing, but I feel that was implied. Anyway, it’s not really an issue, especially when it was not made clear in the instructions. The paragraph for the beta test provides more […]

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My fifth blog comment

Week 5 – Amanda Cohen
Hi Amanda!
I’m really happy to hear that the playtesting sessions have helped your group to improve your game! I can definitely agree on that it is tricky to find the bugs and wrongs in your own game, since you eventually become blind to all the different errors. My group also had issues finding flaws in our own game. However, the bugs were then discovered during playtesting. Just like you, I have certainly understood the importance of […]

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My fifth blog comment

Week 5 – Amanda Cohen
Hi Amanda!
I’m really happy to hear that the playtesting sessions have helped your group to improve your game! I can definitely agree on that it is tricky to find the bugs and wrongs in your own game, since you eventually become blind to all the different errors. My group also had issues finding flaws in our own game. However, the bugs were then discovered during playtesting. Just like you, I have certainly understood the importance of […]

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