Monthly Archives: January 2014

Shadow puppeteer ligh mechanic for gravity change in game

Gameplay elements: Light types

Today we’re going to tell you a bit about the lights in Shadow Puppeteer. One of the central gameplay elements in the game that sets it apart from other titles is the variation in light types.

How the logic of the Shadow works, is that he is always drawn to light. He has at all times one primary light source which has a gravitational pull on him. If he falls into the light he dies, but as long as he has shadows to walk on he’s fine.

We wanted to use this to create a unique form of play with «source change». Source change is when the shadow’s gravitational pull moves from one light source to another.

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Shadow Puppeteer Sketches of the final design for the Island Village

Concept Development: The Art of the Island Village

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.

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Shadow Puppeteer blog header

The fourth annual Norwegian nationals in Gameplay

To start off the new year, we decided to join in on the annual Norwegian nationals in gameplay. Hosted by the Norwegian Film Institute (NFI).

It’s a 10 days game development competition hosted by the Norwegian film institute (NFI) at the beginning of each year, where the contestants are presented with a theme:
This years theme was temperature.

Great! But… why bother with this when we are at the end of our stressful deadline with Shadow Puppeteer? Don’t we have enough things to work on?

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