Browsing '2017': Students starting in 2017

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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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 […]

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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

Entry #6: Wisdom, Knowledge and Teamwork

With the FINAL Presentation coming up this Thursday, it´s time for a retrospective view of what I have learned throughout this course. This is not just for the assignment itself, but I also believe it to be useful as a preparation for the upcoming Arcade Project, where we will essentially have to apply every single principle we have learned so far in order to succeed. Since we have already talked about Agile Scrum I will not go over it again. Let´s […]

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Program: Graphics

Entry #6: Wisdom, Knowledge and Teamwork

With the FINAL Presentation coming up this Thursday, it´s time for a retrospective view of what I have learned throughout this course. This is not just for the assignment itself, but I also believe it to be useful as a preparation for the upcoming Arcade Project, where we will essentially have to apply every single principle we have learned so far in order to succeed. Since we have already talked about Agile Scrum I will not go over it again. Let´s […]

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Program: Graphics

Comment #5

Hi Kristina!
Very concise post. I feel as if many of the Umibozu games share a similar challenge in getting the controls just right. This is an issue that just comes with the fact that the avatar is a boat. Animations are a very important part of making controls feel better. While it is technically just an illusion, it gives us something to visually justify why our avatar is moving in such a way. Animation placeholders may have helped you in […]

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Program: Graphics

Comment #5

Hi Kristina!
Very concise post. I feel as if many of the Umibozu games share a similar challenge in getting the controls just right. This is an issue that just comes with the fact that the avatar is a boat. Animations are a very important part of making controls feel better. While it is technically just an illusion, it gives us something to visually justify why our avatar is moving in such a way. Animation placeholders may have helped you in […]

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Program: Graphics

Post Mortem

Overall, Friendship Down turned out surprisingly as planned; the final product shipped with all intended features implemented. The final game is a 2.5D side scrolling shooter where the player is able to move, fire projectiles, and to activate a shield to block enemy shots. Additionally, the powerups of the game come in the form of allied NPCs (referred to as ”Friends”) that aid the player in defeating the incoming waves of enemies. The difficulty of the game was designed in […]

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Program: Graphics

Post Mortem

Overall, Friendship Down turned out surprisingly as planned; the final product shipped with all intended features implemented. The final game is a 2.5D side scrolling shooter where the player is able to move, fire projectiles, and to activate a shield to block enemy shots. Additionally, the powerups of the game come in the form of allied NPCs (referred to as ”Friends”) that aid the player in defeating the incoming waves of enemies. The difficulty of the game was designed in […]

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Program: Graphics

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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