Browsing '2017': Students starting in 2017

Comment Week #3

Comment on 5SD064-Short Scrum Reflection , a blog entry published by Yinsong Hong:
Hi Yinsong!
I enjoyed reading your blog entry about your personal scrum reflection. I value that you showcase positive and negative aspects of working within a scrum environment that you have encountered while working on your project with Team Flytrap. Your structure is precise and coherent, creating a pleasant experience for the reader. It is good to hear that working with scrum has had a beneficial influence on […]

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Program: Graphics

Comment Week #3

Comment on 5SD064-Short Scrum Reflection , a blog entry published by Yinsong Hong:
Hi Yinsong!
I enjoyed reading your blog entry about your personal scrum reflection. I value that you showcase positive and negative aspects of working within a scrum environment that you have encountered while working on your project with Team Flytrap. Your structure is precise and coherent, creating a pleasant experience for the reader. It is good to hear that working with scrum has had a beneficial influence on […]

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Program: Graphics

Comment Week #2

Comment on ‚Pixel Perfect in Unity‘, a blog entry published by Benjamin Thomas Harbakk:
Hey Ben!
I hope my comment shows now
Thank you very much for this blog entry. Not only do you present what you have done this week, but you also talk about what issues you have had and how you solved them. Great! Pixel Art is definitely not appreciated enough in my opinion, and after reading your entry I feel even more so.
Your blog entry is well […]

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Program: Graphics

Comment Week #2

Comment on ‚Pixel Perfect in Unity‘, a blog entry published by Benjamin Thomas Harbakk:
Hey Ben!
I hope my comment shows now
Thank you very much for this blog entry. Not only do you present what you have done this week, but you also talk about what issues you have had and how you solved them. Great! Pixel Art is definitely not appreciated enough in my opinion, and after reading your entry I feel even more so.
Your blog entry is well […]

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Program: Graphics

Comment Week #1

Comment on „The animation cycle of a wing span„,  a blog entry published by Carl Leong:

Thank you for this insight on your unique workflow of creating the animation cycle of your sky slug. You clearly communicate to the reader what struggles you have had while working on this challenge and how you faced them. Since this is the first entry on your blog, I would personally have loved to hear a small introduction on what game you are working […]

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Program: Graphics

Comment Week #1

Comment on „The animation cycle of a wing span„,  a blog entry published by Carl Leong:

Thank you for this insight on your unique workflow of creating the animation cycle of your sky slug. You clearly communicate to the reader what struggles you have had while working on this challenge and how you faced them. Since this is the first entry on your blog, I would personally have loved to hear a small introduction on what game you are working […]

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Program: Graphics

Comment #4

Comments On Others Blogs
Original post here: https://danielreinsson.wordpress.com/2018/03/01/the-tragedy-of-the-missing-user-stories/
Wow. First sentence and I was hooked. Cool intro, very dramatic.
Hmm so about the whole; user stories vs. backlog part. First of all, I 100% get why you did what you did. I did the same thing. Marcus asked us to fill out the backlog, but never explained the connection to the user stories, so we filled out the bloody thing. Here’s the sitch tho. From what I can gather, we were supposed to make […]

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Program: Game Design

Comment #4

Comments On Others Blogs
Original post here: https://danielreinsson.wordpress.com/2018/03/01/the-tragedy-of-the-missing-user-stories/
Wow. First sentence and I was hooked. Cool intro, very dramatic.
Hmm so about the whole; user stories vs. backlog part. First of all, I 100% get why you did what you did. I did the same thing. Marcus asked us to fill out the backlog, but never explained the connection to the user stories, so we filled out the bloody thing. Here’s the sitch tho. From what I can gather, we were supposed to make […]

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Program: Game Design

Comment #3

Comments On Others Blogs
Original post here: https://sophiesgaming.wordpress.com/2018/02/22/dum-du-dum-scrum/comment-page-1/
First off. Great intro, great summary of what scrum is, great picture, great sources, and great motivation of why it’s worth the time. It makes me so happy to hear you explaining how scrum has helped you in day to day life. I don’t know if this is a professional thing to say, but I’m a sucker for random life lessons
On a more serious note, a little more in- depth explanation about the foundations […]

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Program: Game Design

Comment #3

Comments On Others Blogs
Original post here: https://sophiesgaming.wordpress.com/2018/02/22/dum-du-dum-scrum/comment-page-1/
First off. Great intro, great summary of what scrum is, great picture, great sources, and great motivation of why it’s worth the time. It makes me so happy to hear you explaining how scrum has helped you in day to day life. I don’t know if this is a professional thing to say, but I’m a sucker for random life lessons
On a more serious note, a little more in- depth explanation about the foundations […]

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Program: Game Design

Level Design

Level Design – A Design Decision
So! The biggest puzzle pieces were set. We knew the goals and “feel” of the game, we knew how the player character was supposed to act and move, we knew the rough outline of the challenges we wanted the player to face and we knew how long we wanted the game to be. With these aspects in mind it was time to design the levels.
Starting off, I mentally separated the game into three faces. The […]

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Program: Game Design

Level Design

Level Design – A Design Decision
So! The biggest puzzle pieces were set. We knew the goals and “feel” of the game, we knew how the player character was supposed to act and move, we knew the rough outline of the challenges we wanted the player to face and we knew how long we wanted the game to be. With these aspects in mind it was time to design the levels.
Starting off, I mentally separated the game into three faces. The […]

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Program: Game Design

Comment #2

Comments On Others Blogs
Original post here: https://hampusgameblog.wordpress.com/2018/02/07/level-design/
Good post on the process behind the level design! I do have a couple of thoughts about how it could have been a little clearer though, so here we go…
“The level I have been working on is the first 30 seconds of playable terrain” I am fond of this part and the directly proceeding one where you clearly state what part of the game you have been working on. I would have loved to see […]

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Program: Game Design

Comment #2

Comments On Others Blogs
Original post here: https://hampusgameblog.wordpress.com/2018/02/07/level-design/
Good post on the process behind the level design! I do have a couple of thoughts about how it could have been a little clearer though, so here we go…
“The level I have been working on is the first 30 seconds of playable terrain” I am fond of this part and the directly proceeding one where you clearly state what part of the game you have been working on. I would have loved to see […]

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Program: Game Design

Reflection on Game design blog, by Karl Lindkvist

sasadzigurski
4 mars, 2018 kl. 18:16

Hey Karl,
I have to say that this blog was one truly interesting, fluid article; easy to read and follow. It introduced me to some basics of level designing (interesting correlation with the music composing).
I like the slow introduction/tutorial way of teaching the player basics of mechanics and controls; rather than writing them on a paper or having them in written form on the screen, which then has to be memorised mostly […]

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Reflection on Game design blog, by Karl Lindkvist

sasadzigurski
4 mars, 2018 kl. 18:16

Hey Karl,
I have to say that this blog was one truly interesting, fluid article; easy to read and follow. It introduced me to some basics of level designing (interesting correlation with the music composing).
I like the slow introduction/tutorial way of teaching the player basics of mechanics and controls; rather than writing them on a paper or having them in written form on the screen, which then has to be memorised mostly […]

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Comment #1

Comments On Others Blogs
Original post here: https://tomassavela.wordpress.com/2018/02/15/blog-2-designing-the-enemies-in-umibozu/
Comment time! Alright, first off, great introduction. I understood what you were going to talk about and the reason behind it immediately.
Very well put on the visuals of the different kinds of enemies, however you never really explained what the enemies actually do in the game. Do they attack the player? How? Do they all behave the exact same way? Are they all introduced at the same time? I guess I just want a little […]

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Program: Game Design

Comment #1

Comments On Others Blogs
Original post here: https://tomassavela.wordpress.com/2018/02/15/blog-2-designing-the-enemies-in-umibozu/
Comment time! Alright, first off, great introduction. I understood what you were going to talk about and the reason behind it immediately.
Very well put on the visuals of the different kinds of enemies, however you never really explained what the enemies actually do in the game. Do they attack the player? How? Do they all behave the exact same way? Are they all introduced at the same time? I guess I just want a little […]

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Program: Game Design

4.1 Comment on another post: Team Z, Jesper Bergman

Hello there Jesper!
My name is Carl and I’m the Lead Designer and Sound for Group T. You’ve done a good job explaining your reasoning behind your work and the importance it has on the project. You thoroughly explain your ”philosophy” behind your level design and why you had/wanted to design the level in that particular way, and I got to say that I understand and agree with you when you say level design is something people underestimate. It plays a […]

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Program: Game Design

4.1 Comment on another post: Team Z, Jesper Bergman

Hello there Jesper!
My name is Carl and I’m the Lead Designer and Sound for Group T. You’ve done a good job explaining your reasoning behind your work and the importance it has on the project. You thoroughly explain your ”philosophy” behind your level design and why you had/wanted to design the level in that particular way, and I got to say that I understand and agree with you when you say level design is something people underestimate. It plays a […]

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Program: Game Design

Generating sounds using…noise!

What I’ve been doing
This week I’ve spent most of my time experimenting with noise in preparation for making the Umibōzu sounds. My idea for the Umibōzu sounds right now is to make them very windy and make the synth form vocals so it actually sounds like someone is speaking even though it’s just a synth. Synth vocals can create a pretty unsettling sound in my opinion which is why I think it fits perfect for Umibōzu.
The synthesizer I’ve decided to […]

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Program: Programming

Generating sounds using…noise!

What I’ve been doing
This week I’ve spent most of my time experimenting with noise in preparation for making the Umibōzu sounds. My idea for the Umibōzu sounds right now is to make them very windy and make the synth form vocals so it actually sounds like someone is speaking even though it’s just a synth. Synth vocals can create a pretty unsettling sound in my opinion which is why I think it fits perfect for Umibōzu.
The synthesizer I’ve decided to […]

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Program: Programming

Comment : blog post assignment 4

Hey Adam, good post!
Movement was also a big part of Depth, my game. I had to revamp it a lot as well, since it always felt a bit “off”. I think there’s a balance to be had between gameplay and realism : the more realistic the better as long as it doesn’t destroy gameplay, since we want the player to be immersed while also having fun. Umibozu’s movement is a big challenge, since, as you’ve said it’s a huge part […]

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Program: Programming

Comment : blog post assignment 4

Hey Adam, good post!
Movement was also a big part of Depth, my game. I had to revamp it a lot as well, since it always felt a bit “off”. I think there’s a balance to be had between gameplay and realism : the more realistic the better as long as it doesn’t destroy gameplay, since we want the player to be immersed while also having fun. Umibozu’s movement is a big challenge, since, as you’ve said it’s a huge part […]

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Program: Programming