
Info
Stranded on a mysterious island, a lone castaway feels compelled to unveil its secrets.
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Tinkering with mystical artifacts and solving strange puzzles, our protagonist slowly delves deeper into the island’s accursed past.​​​​​
​GENRE
​3D 1st Person Puzzle​​​​
​ENGINE
Dreams (Playstation)​​​​
​ROLES
Game Designer | Level Designer​​​​
​DURATION
3 Months​​​
​TEAM SIZE
1 Person
Stranded on the Dark Shore is a puzzle game inspired by H.P. Lovecraft's writings.
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This was a solo, game/level design focused project, focused on exploring the idea of Branching Design.
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I designed and programmed the entirety of the project, while using visual assets from the Dreams' asset library.
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Screenshots





Game Design
The main design philosophy of SotDS was to focus on a single Root Mechanic (that would serve as the base for the entire game) and ensuring that the other mechanics Branched from it.
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In this case, that base mechanic was "Connection" (using Lasers and Pedestals as "Keys" and "Locks"), and the other main mechanics of the game were created to expand on and interact directly with that idea (blocking lasers, redirecting lasers, etc.).
​ Keeping in mind the idea of branching design, I approached the design of the levels to gradually Introduce, Explore and Expand the mechanics of the game.
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Each area of SotDS has it's own identity and focuses on a unique mechanic, how it works by itself and with previous mechanics, and how it can change by adding to it a slight "twist".




