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 #3 – Scrum
For the development of Behemoth we are using Scrum as our production framework, this decision was taken by the instructors in order for us to learn how to work with it and offer a time-structured design process. Scrum is an Agile methodology, and as such, its main focus is flexible and iterative collaboration. Scrum specifically … Continue reading Insight #3 – Scrum
Insight #2 – Iteration
In this entry I will present the iterative process behind the creation of the Behemoth’s cannon and the changes that it went through from its conceptualization until its current alpha-ready state. The concept of Behemoth called for a disproportionately large cannon as one of the cornerstones of its aesthetic. With this in mind, we decided … Continue reading Insight #2 – Iteration
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
Developing Behemoth
Hello world! With this blog I will try to offer some insight into how we are making a small game project and all the quirks involved on the game design and graphical side. Updates will be weekly on Thursdays for the next 6 weeks. EDIT: These links redirect to my comments on other student's … Continue reading Developing Behemoth