We convey important parts of the story in our game through cutscenes; small videos without gameplay. Today we want to share with you the creative process and steps in the production of these cutscenes.
In an earlier post about Pre-rendered Cut-scenes; A Blessing and a Curse, Klas detailed his workflow when setting up a scene, animating and rendering/compositing a scene. Today’s post will focus on the cutscene development as a whole; who does what, when and how.
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.
Today’s post is by our Level designer, Klas, and is a short introduction to how we go about designing levels for Shadow Puppeteer.
Once we know what new gameplay elements we want to introduce to the player in a level, the creative work can start. The first step is often the hardest one, yet it is probably the most important: The idea phase. Members of the team bring their thoughts to the table, discuss them, and sketch out basic concepts. These are often scribbled on paper and contain possible layouts and/or abstract interactions.