Today’s post will take you through the design process for the boy, from the first sketches in 2010. to the final, refined look.
The very first concept of the boy was presented for the Dare to be Digital contest to show the idea behind the game. It was team member, Torgeir, that designed the look and feel of the early style for the game. Torgeir is no longer an employee in Sarepta studio, but he will always live on in our hearts (and in the game, as several other members of the team has pointed out the resemblence between the two). But he didn’t start out like that.
Today’s post is by our Level designer, Klas, and is a short introduction to how we go about designing levels for Shadow Puppeteer.
Once we know what new gameplay elements we want to introduce to the player in a level, the creative work can start. The first step is often the hardest one, yet it is probably the most important: The idea phase. Members of the team bring their thoughts to the table, discuss them, and sketch out basic concepts. These are often scribbled on paper and contain possible layouts and/or abstract interactions.
Today’s all about the concept at the heart of Shadow Puppeteer.
Simply put, “Shadow Puppeteer” is the story of a boy and his shadow, who once separated have to learn to work together by manipulating light and darkness.
The game is centered around three major gameplay elements:
We’ve told you a bit about the game and the story behind it, but today we’re doing a short introduction of the members of the team who are working on it today.
Catharina – You can’t talk about the development of Shadow Puppeteer and not talk about our CEO. She was a part of the group who came up with the concept, and have since been the captain, first mate and lookout on the good ship Shadow Puppeteer. She dreams of mastering the power of telepathy to help explain her ideas. Twitter: @CathInShadow