Level design is about being creative, engaging the players and leading them through your game. Depending on the type of game, the way you design levels and what tools you use may vary.
What happens when indie game designers are challenged to make a level using Super Mario Maker? Which lessons can they teach other budding designers? That is exactly what we are exploring in today’s Development Blog.
A little while ago Catharina and Marianne went to Birmingham to showcase Shadow Puppeteer at Nintendo’s EGX stand. Throughout the years, they have attended many expos so in this blogpost they are sharing their experience and will provide many good tips and tricks on how to plan and execute a successful trade show.
Marianne and Klas went to San Francisco last week to attend GDC and Game Connection.
This week and next we will write all about their trip.
Read about our trip to San Francisco to attend the Game Developers conference. There
were cool developers, great fans and quite a lot of excitement as Shadow Puppeteer
won a Game Connection award for “Most Promising IP”!
We’re finally back in full «work mode» again. Which also means a new topic for the Development Blog. Today we want to share with you the day-to-day office life in a week on development. Our routines, our work spaces, meetings and more!
We hope you will find this useful, interesting and somewhat funny.
This week we continue last week’s post about elements in Shadow Puppeteer that have
been added or removed throughout production.
The game has not always been as it is now. Many gameplay elements have been tried and
tested, some found too light and others kept and refined.
We want to share with you the gameplay elements and levels that we explored and
scrapped, and those that came in late and were kept. We find it fun to look back on our
choices, and we hope this trip down memory lane will be interesting and educational.