Grin Visit

04-28-08

A few of my friends from Grin visited the University last week.
It was great seeing them again and I think their lecture gave the students many things to ponder. The biggest problem with the education of game developers, as I see it, is the lack of reality they perceive through their studies. Academic studies is far removed from the competition developers fight each day.

I miss the discussions with Douglas, Lo and Dan. I thinks it’s time for another visit to Stockholm soon.
It was also fantastic seeing Linus Anderberg again, I haven’t seen him since his going away party and its always sad to loose contact with a former colleague and friend.

Got to go, I’ll soon post a short article about the nature of fun, and of course Massive Entertainment is visiting the University tomorrow!

New Design

04-28-08

As you might have noticed I’ve redesigned the website yet again.
Can’t seem to make a design that I still like after 3-6 months.

Oh well, tell me what you think.

Poor critique on objectivism

04-16-08

I must admit that I haven’t played all the way through Bioshock. But I have read all the way through Ayn Rands books about objectivism, a socioeconomic ideology that centers around the rights of the individual.

There has been a lot of talk on the net about the depth of the story in Bioshock and that it is so impressive that it offers critisism on something as complex as an ideology. But does it really?

This is the story of one man, a hard individual that is defining his right to live by shooting people that are trying to kill him. Now this story is set in a world that is supposed to show a ruined world created by the insane hunger for power and profit that is for some reason apparently absent when these same people work for a goverment.

But here comes the first catch, Bioshocks underwater world, rapture, is owned by one man. It is more or less a monopoly or dictatorship. Two states of affairs that Rand or objectivism has never defended or, according to some scholars, made possible.
The thorny rose of criticism is frail…

Here is the second catch, Bioshock does have a character that acts in almost every way like an objectivist. The main character.
The rose of criticism shrivels up and dies…

So not only does Bioshock actually not at all critisize objectivism, they only slapped on a similar art style and some 60’s socialist propagande, it also promotes the values of individuals very much like the objectivists do through the players own actions!

I don’t see a problem with this. I do however see a problem with the gaming press hailing Bioshock for delivering criticism – which it does not – against an ideology that apparently neither the developers nor the press actually read up on.
My problem with this is that these are the very faults that are keeping our industry continuously frowned upon by the rest of the media.

If FOX news had made this error a lot of books would be rating killed on amazon

 

Twitter

2010

JesperBylund.com remake

I redid jesperbylund.com, finally hosting it myself.

It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.


Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.

2009

Tele2.se remakes 09

Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.

The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.

Shattered Alliance

This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.

The game was bought by the University and was intended to be used for PR purposes at LAN parties.

Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.

The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.

2008

Dreamlords the Reawakening

Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.

The lore was the same but the game play was not.

Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.

Dreamlords the Reawakening is still being developed by active community members and former devs.

Dreamlords

Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.

The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.

Grim Breed

Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.

The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.

who am I?

what do I do?

I'm just a really tall guy who happens to love to understand what people do and why.

I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.

I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.

IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:

I design for interaction. No matter what the product or service.

And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.

Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.

Jesper Bylund CV Download my CV

jesper bylund.com