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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.

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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.

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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.

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Project Details
  • Role: Game Designer

  • Developer: Coatsink

  • Genre: VR Puzzle Game

  • Engine: Unity

  • Platforms: Oculus Quest, Rift, and PSVR

  • Date: October 2018 - May 2019

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

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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.

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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.

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Screenshots

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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

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