Story Lab / Shepherd Maze / Learning record · September 2026
A maze to walk. A reason to search.
We tested whether a shepherd’s journey to the Nativity could become a satisfying maze: automatic walking, simple remote inputs, junction choices and memory.
Decision: preserve the maze for comparison; develop exploration and discovery in Shepherd Adventure. The playtest exposed a mismatch between the information players could see, the decisions they were asked to make, and the atmosphere we wanted them to experience.
This records why this implementation did not meet our goal. It is not a conclusion that mazes cannot work.
01 / What we were testing
The scene promised a search.
The intended feelingExisting ImageGen reference: “Follow the light.” A quiet settlement, tangible surfaces and pools of warm light. This is visual intent, not gameplay or historical verification.The prototype’s languageSaved Blender night-build screenshot, Medium junction. The route choices are legible, but much of the scene reads as lanes and boundaries. The visible map matters: navigation help did exist.
These are representative saved artifacts, not a matched before/after pair or a recording of the exact reported moment. Later builds varied in presentation and map assistance.
02 / The central mismatch
Enough scenery to look at. Too little useful information to decide.
Two visible choices, but no visible reason to prefer one. What would inform your decision?
Explanatory schematic, not the game map or an accurate simulation of its camera. A full overview is one possible solution; meaningful local clues are another.
01
The view and the puzzle needed different information.
The behind-the-player view felt restricted by maze walls. It showed surroundings, but not enough route structure to reason comfortably. Map assistance could help; it did not make the in-world view itself more informative.
For another maze: decide whether players solve through an overview, remembered landmarks or local evidence. Make that information reliably readable.
02
Between a paper puzzle and an embodied adventure.
The playtester described it as neither a satisfying pen-and-paper maze nor a character solving interesting challenges in front of them. Walking and remembering turns were not enough to make the middle of the story engaging.
For another maze: define the interesting mental action at a junction. Traversal time alone is not challenge depth.
03
Remote-friendly inputs became a rigid experience.
Basic arrows were an intended TV constraint. Their combination with the fixed follow view made travel feel mechanical and limited opportunities to experience the setting. The constraint was valid; the camera response needed more thought.
Keep the simple input, but design camera composition and movement around it. Test what players see before they commit to a turn.
04
The atmosphere did not carry the intended journey.
The playtester wanted a shepherd approaching a small settlement from dark fields. Broad visibility, bright lighting and a plain flat road weakened that feeling. This was a presentation problem alongside the gameplay problem, not proof that a maze needs more decoration.
Use light, material and landmarks to support orientation and mood together. Judge darkness from the playable camera, not only a scene render.
03 / The storytelling consequence
The middle needed to mean something.
Hear the newsA reason to set out.
→
Navigate the mazeRoute finding filled the middle, but did not yet make the search compelling.
→
Reach the childA reason to arrive.
Our design interpretation: the challenge should help the player experience the search, not merely occupy the time between story scenes. The pivot gave village details a purpose: investigate landmarks, interpret clues and discover a way onward.
04 / Later iteration lessons — separate from the original maze
The pivot also needed testing.
Decisions and discoveries
Early replacement choices felt like simple maths, without meaningful risk/reward. Later, The playtester walked every available route but missed ↑ investigation. A puzzle cannot rely on players discovering an unexplained control.
Teach the interaction clearly. Make the first useful discovery memorable, and reserve route reveals for specific places.
Camera space is part of level design
The direction-following camera improved engagement, but trees and buildings caused occlusion, jitter and views through foliage. A passable character route is not automatically a usable camera route.
Test turns, stops and obstructions together. Camera clearance and stable occlusion handling belong in the layout review.
05 / What the time bought us
A sharper next experiment.
Keep and reuse
A playable maze alternative for comparison, including control and navigation-help experiments.
Scene, character, asset and movement work that informed the adventure.
A clearer requirement: the village must offer useful information as well as atmosphere.
Before building another maze
Show how a player can make an informed route decision.
Prove a short loop is enjoyable before expanding the layout.
Test the intended controls and camera together.
Check that getting lost feels like a solvable problem, not missing information or hidden controls.