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The Shadow

Here, I'm going to include the dirty, day to day work and workings outs Avoiding the completed highly polished screenshots.
More of this content is available online, but will require a password to access. 

Sprint Progress Reports

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Functions as:

  • Reflect as a team on the content produced

  • Includes our wins and fails for growth & knowledge

  • Tracks decisions, the whys and outcomes

  • At a later date, new staff can view these to find the source of decisions

  • Increases knowledge sharing and provides space to explore concepts

  • Mistakes are not to hold teams to ransom, but to fail fast and grow.

Visual Fidelity & Scene Complexity - Comparisons

Researching products on VR platforms to set visual and gameplay expectations.

Function as:

  • Desires & Ideas are restrained to tech capabilities

  • Spatial design restrictions can be put in place

  • Cross-platform fidelity can be viewed

  • Understand fidelity of VR & why spaces are restricted

  • Level / World size examples clearly indicate scope

  • Size vs Visual fidelity - big vs small and impact on fidelity.

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Sets the standards and expectations of what the final product will look

and feel like.

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Building a Prototype

Working to Visual Concepts & Tones

Building Kits, exported to Unreal

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Planning Gameplay, Progression, Assets & Events

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Making our Kit Parts within 3D Software

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  1. Breaking it down, simply:

  2. The teams worked together, a cohesive vision

  3. Gameplay deeply considered

  4. research and designed all interactive content

  5. Linked theme, gameplay, mechanics and thematic together

  6. Implementation reasonably simple - due to detailed understanding

  7. Visual goal built into the greybox, and matched our goal

  8. Planned cinematic moments and experiences

  9. New, evolved gameplay seamlessly included into the design

  10. Gameplay evolved beyond that of Synapse

  11. Design was empowered to make decisions, no handholding needed.

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Ultimately, this considered approach lead to a simple creation and integration process. Planning proved essential, as many Designers and Level Designers could work on the world at once.

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© 2026 by Shane Bromham.

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