All posts by Shadow Puppeteer Team

Friday fun games, Journey, Super Mario Allstars, Uncharted, Wolf Among Us

Friday Fun

Today we want to tell you about another one of our traditions, Friday Fun.

Every week we end our Fridays at 4pm unwinding with drinks, snacks and a game or movie. It can be a game we remember from our childhoold, it can be a game we want to examine closer to learn, or it can be a fun game we just want to enjoy!

The tradition started over a year ago. We were working a lot of overtime then with near impossible deadlines, and desperately needed some way to unwind.

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Shadow Puppeteer checkpoint kite soaring high in the sky

Game Design: Adding Checkpoints

Today’s blogpost is by Stian. And the result is what happens when you ask a designer to write a blogpost.

Ooh. Great… When the conversation topic at the morning meeting is the Blog, and you mention, as a joke mind you, that it could be about checkpoints for some reason: Keep quiet. That is my advice to you, unless you happen to want to write a blog post about checkpoints.

Which strangely enough I do. No regrets! Here we go:

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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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