We have come a long way.
Shadow Puppeteer is an asymmetric co-op game where you play as a boy and his shadow.
The boy exists in the physical 3D world where he can run, jump, climb ladders and interact
with selected objects (marked by a cogwheel). The Shadow exists in the worlds 2D space,
where he is controlled in two axes. For him every shadow is physical. He can run, jump and
interact with the shadow of the same objects as the Boy. For the shadow, though, gravity is
ever changing depending on the light source he is in.
When the concept for “Shadow Puppeteer” was developed in the spring of 2010, we were already planning to have both co-op and single player. Because of great feedback from other developers, warning us not to spread the concept too thin, we decided to focus mainly on the co-op experience. Since Shadow Puppeteer was intended as a co-op game, that should be our main priority and we should make sure, first and foremost, to make that a great experience.
As we attended gaming conferences like Gamescom, NGC and GDC, showing off the game, people kept asking: «So, the game will have a single player mode too, right?».
Early blog post this week because we have an AMAZING announcement!
We are happy and proud to be able to tell you that we have become approved game developers for Nintendo’s Wii U system, and that Shadow Puppeteer is intended for release in the Nintendo eShop.
To celebrate this we give you this fresh promo piece to enjoy!
In this post we will look at production of the cut-scenes for Shadow Puppeteer. It is written by Klas.
During the time on the Shadow Puppeteer I have been working on many different tasks concerning the graphics and animations through the game engine in real time. After a while you understand the benefits, but also the drawbacks of working in a game engine.
As talked about in earlier blogposts about “the character design of the Boy” and the
“History” of the game development, Shadow Puppeteer was a concept created for the
international competition “Dare to be Digital”.
We will now tell you about how it all started, what the early design ideas were and
we will even tell you a bit about our successes and failures.