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.
This is how we do it: Scenes from a week of development
Hi everyone!
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.
Summer intermission
As summer vacation in Norway is soon coming to an end, we will be starting on our
blogging again in a couple of weeks. Our posts will become more exciting as we are closing
in on our release deadline so make sure to tune in.
For now we will leave you with a small intermission of images from our office. Here you can
also see our temporary assisting 3D animator Torjus working on the Shadow Puppeteer
-rig. Torjus is a great guy that will be helping us out.
Summer holiday + Epocu
Hi, We’re preparing for our summer holidays! With so little light and warmth the rest of the year up here in the cold north, we need to do what we can to catch our breaths and some sunlight before we can face the dark fall season.
Two days ago we launched a campaign for Shadow Puppeteer on Epocu. Epocu is like Kickstarter, but it generates hype and attention in stead of money. So we’re trying to get 300 people within 60 days!
Gameplay elements: «Darlings» that have come and gone – Part 2
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.