SHADOW POINT
Built for VR, Shadow Point is a story-driven puzzle game set between a mountaintop observatory and an ever
changing fantasy world. Explore a vibrant kingdom, cast shadows and solve mind-bending puzzles as you uncover the mystery of missing schoolgirl, Lorna McCabe who vanished from Shadow Point Observatory twelve years ago.
​
You are Alex Burkett. Guided by the journal of Edgar Mansfield – narrated by Sir Patrick Stewart – you will ascend via cable car to the abandoned summit and discover a portal to another realm.
​
As your adventure unfolds, you will manipulate gravity, play with your own reflection, walk on walls, peer through a magical lens to reveal an alternate reality and much more.
Features:
-
Over 80 mind-bending puzzles.
-
Full freedom of movement and hand tracking.
-
A powerful and compelling story.
-
Full voice cast featuring Sir Patrick Stewart (English).
-
Voice over support for French, German, Spanish, Japanese and Korean.
​
Project Details
-
Role: Game Designer
-
Developer: Coatsink
-
Genre: VR Puzzle Game
-
Engine: Unity
-
Platforms: Oculus Quest, Rift, and PSVR
-
Date: October 2018 - May 2019
​
My Contribution
I joined the project 8 months from release where it required a complete overhaul, with each level having to be redesigned and new mechanics made. This was a huge challenge, as it meant I had to quickly learn project processes and help identify what was missing to bring Shadow Point to the desired quality level. The game lacked a mechanic that worked alongside light and shadow to create interesting puzzles, so I pitched and designed the Cog; a multipurpose tool that could not only be used as an object to cast shadows, but also as a key to unlock new areas and a part to repair broken machinery. This gave the design team a powerful tool to create more engaging puzzles in their levels that worked in harmony with the core light and shadow mechanic. I then designed, blocked out, and scripted over 10 levels including the final level.
​
Key Tasks and Responsibilities
-
Design and blockout of multiple levels and puzzles, overseeing all until release. A selection can be seen in the screenshots and videos below.
-
Design and implementation of the Cog mechanic; a multipurpose tool used to solve puzzles and repair broken machinery to traverse the level, move objects, reveal hidden paths, and more.
-
Level flow scripting and prototype programming to rapidly test designs before being presented to the wider team.
-
Conducting playtesting sessions and iterating based on results and feedback.
-
Writing and maintaining key design documentation to ensure all team members are up to date on any changes.
-
Ensuring any new designs are within scope and technical limitations.
-
Diagnosing and fixing bugs to prepare for release.
​
Screenshots
​
​
​
​
​
​
​
​
​
​
​
​
​
​
​
​
Videos
Playthroughs of the levels seen in the screenshots above, showcasing all of the puzzles within them.
Nominations
Finalist for Game of the Year - XR Awards, 2019

An overview of a level in Chapter Two that I designed, including all puzzles.

An overview of a level in Chapter Two that I designed, including all puzzles.

An overview of a bonus level that I designed, including all puzzles. This level was unlocked when you completed all puzzles in Chapter Three: The Astrolabe.

An overview of a level in Chapter Two that I designed, including all puzzles.
