top of page
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: Meta Quest, Oculus Rift, and PSVR

  • Date: October 2018 - May 2019

  • Website: https://coatsink.com/games/shadow-point

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

bottom of page