Today’s post is by Marianne and Philip, who reworked the original visual concept of Shadow Puppeteer and lay down the guides for the final design.
When we started reworking the design, we decided to start looking at different sources of inspiration. We didn’t want a classic «steampunk» setting or another typical setting. The internet is a wonderful source of inspiration, but there are a few drawbacks. 1) It’s easy to find what you are looking for, but not always as easy to by chance stumble across something that might be of interest, and 2) It is so easy to get sidetracked or lost and lose precious time.
Today’s topic is about the few but iconic adversaries you’ll encounter in the game, besider the Puppeteer himself.
When we first came up with the concept for Shadow Puppeteer, and the play with light and live shadows we decided that we wanted antagonists that were shadow monsters. We wanted these to be warped creatures based off of real animals that you had to trick rather than fight.
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.