“Once upon a time there was a team of indie developers who wanted to make a game.
Slowly but surely they worked and shaped an experience that they called Shadow Puppeteer. After some years it became apparent that the game would have to be released, and then came the time of crunch.”
Today we have an extra special announcement for you. After four years, we are finally releasing Shadow Puppeteer!
Our co-op puzzle, platformer, about a boy and his shadow, will be released on the 29th of September, for Steam, Glyph and Humble Store.
Link to Steam store page
We convey important parts of the story in our game through cutscenes; small videos without gameplay. Today we want to share with you the creative process and steps in the production of these cutscenes.
In an earlier post about Pre-rendered Cut-scenes; A Blessing and a Curse, Klas detailed his workflow when setting up a scene, animating and rendering/compositing a scene. Today’s post will focus on the cutscene development as a whole; who does what, when and how.
We wanted an area in the game that was organic. Something to provide as a stark contrast to the industrial area. We talked a lot about the journey that the Boy and Shadow undertake. They leave behind something that is familiar and safe and explore an unknown world. To us, part of that would be to bring them back to nature.
We looked at the possibilities with a forest, with treehouses and interesting play with shadows against tree trunks, and we discussed caves. Ultimately, caves would give us more options and was better suited for varied gameplay. Bigger surfaces made it easier to design levels.