Insight #6 – Behemoth Postmortem

This week I'll offer a postmortem analysis on the game Behemoth developed by Team Jabberwock for the Shoot 'em up course in the first year of the Game Design program at Uppsala University. To begin with, I would like to offer a brief overview of the project. The game Behemoth was based upon the homonymous … Continue reading Insight #6 – Behemoth Postmortem

Insight #5 – Playtesting and Feedback

This week I will comment on some of the feedback we received from the rest of the students during our alpha and beta playtesting sessions and how we approached the design of the game after that. This is a long one, so go get a cup of tea! Alpha For our Alpha presentation we found … Continue reading Insight #5 – Playtesting and Feedback

Insight #4 – Lasers & Animation

As explained in Insight #2 - Iteration, in our adaptation of the Behemoth game concept we decided on a military sci-fi setting with dystopian and cyberpunk elements through an arcade art style. Having this as our aesthetic cornerstone, we gravitated towards energy fields and lasers when we designed the visual representation of the ship's dynamic … Continue reading Insight #4 – Lasers & Animation

Insight #1 – Setting the Scene

The original design document for Behemoth presented a simple yet challenging concept: "Feel like you are controlling heavy machinery". This premise shaped how we approached the design and overall aesthetic of the game we are making, all the way from input controls to how the game looks and presents itself to the player. In this … Continue reading Insight #1 – Setting the Scene