The Pilgrim
TEAM PROJECT

Report
I worked as the level and UI designer for The Pilgrim. This project was the first time I’ve worked under the system design of another person. It was also the first time I have worked alongside a full-time artist and a sound designer, so It taught me a lot about communication among team members, such as working with the art lead to teach players mechanics through the environment, or agreeing on artistic approaches in design to ensure development is efficient (an example being that we made all the levels out of floating blocks to make iteration faster while also staying in style)
In the game, the player is to match provided symbols to objects they find scattered through the environment. To accommodate this, the camera is given fixed positions and angles to examine the world through, making it easy to design views where you can ensure the player is able to see what you want them to.
Each level has been designed to push the main mechanic in a unique direction, making those levels more memorable while also selling the potential of the mechanic to the player. For instance, late into the game the use of shadows is subtly taught to the player, and then used for the remained of the game in unique ways, such as overlapping shadows or unique perspectives.
Teammates:
Art and Concept Lead: Will Podpechan [LinkedIn]
Audio Designer: Caleb Klomparens [LinkedIn]
Lead Programmer: Jacob McPeak [LinkedIn]
Producer: Jason Murray [LinkedIn]
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