Age of Warcraft

06-17-08

I just started playing Age of Conan and I must say I’m impressed. I’ve played a lot of MMOGs for research and Age of Conan has the smoothest and most intuitive startup of them all so far.
The fighting feels really liquid and action packed, at least for a start, much unlike the one click combat of WoW.
But the environments make me feel claustrophobic. Don’t get me wrong, the world in AoC is beautiful, its just so packed with hills, rocks and stuff that I can’t the forest for all the trees.

Overall its a very interesting game but I need to play it a bit more to give some form of real evaluation. A friend of mine claims that the content dries up after lvl 40. Judging from my previous MMO experience I’ll get bored a lot sooner the lvl 40 but we’ll see, I’m still going strong at lvl 9 and it took me several weeks to get passed lvl 7 in WoW.

I still have my article on the cognitive limitations of the avatar coming up soon. Just need to sit down and write. Later!

WiiFit

06-07-08

I just spent an evening with WiiFit and I have to admit that my hype level was way higher then my real life impression.

The WiiFit board is a large chunk of plastic, it feels cheap, it looks cheap and it in all probability is cheap. The games that come with it feel cheap, look cheap and play cheap.
The problem is not the board itself, which I think is a great idea, but the level of quality of the board and it’s games. It’s just pitiful…
The quality is not in the same room as the Wii and Wii sports, they don’t even seem to be related. If the Wii is an ipod then WiiFit is a Soviet world war 2 tank covered in rust. Nintendo just looks like a greedy bully when I look at WiiFit. I hope for Wii’s sake that the coming snowboard and skateboard games make a lot better use of the board.
Because even though my impression is not even remotely good, the balance board is a good idea. Especially for games lite SSX and its like.

Zelda phantom hourglass review

06-06-08

“I’ve finally finished my first Zelda game!” I exclaimed close to tears and threw my DS on the bed.
Not often have I felt so lost after playing a game. ZPH is a strange mix of genuine entertainment and mind boggling boredom… But I’m getting ahead of myself.

People have always told me I should play Zelda. And believe me I’ve tried, but all the zelda games I’ve tried (a link to the past, Wind waker) have run the train of enjoyment straight into the great brick wall of irritation and boredom. Mostly because of completely illogical puzzles and confusing control schemes. (Don’t get me started on these games…)

But ZPH seemed different, the controls are wonderful and no matter what odd things I’m trying to do with Link (or my case “Lard”) I find myself doing it with ease and enjoyment.
Then I run into a few problems…

  • Why the hell am I playing the temple of suck over and over again?
  • Why is the game filled to the brim with puzzles that break the logical boundaries of the game making the puzzles impossible to guess unless your one of those people with enough time and lack of brain that you’ll actually try everything until the puzzle is solved.
  • Why can I save the game at all times when it only actually saves at certain stages anyway?
  • No, Nintendo, I don’t wanna play through that god damned temple again!
  • Sailing is boring. In ZPH’s defense there are golden frogs that let you teleport around the sea, which brings me to my next point…
  • Why the hell is it so hard to hit the damn golden frogs?! To be able to teleport around the sea I have to spend more time sailing around firing at the damn frogs then I would completing the game!

It’s not a bad game, just with some major faults that seem unforgivable coming, as they do, from Nintendo. Which is supposed to know how to make fun and accessible games…

I give this game a weak 2/5. Want to spend money on portable entertainment? Buy a comic book or a book. This is just bad value for my money. Hope I wasn’t to bitter for you guys, sorry about that.

 

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