![]() ![]() This cookie is set by GDPR Cookie Consent plugin. The cookies is used to store the user consent for the cookies in the category "Necessary". The cookie is used to store the user consent for the cookies in the category "Other. The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". ![]() The cookie is used to store the user consent for the cookies in the category "Analytics". These cookies ensure basic functionalities and security features of the website, anonymously. We often had pizza playtesting sessions with friends and other game developers to help bring the game to another level.Īfter working over six years to create The Pedestrian we are proud to finally present it to you in our release on PS4 and PS5.Ĭurrently available for PC ( Steam), The Pedestrian is coming to PS4 and PS5 in 2021.Necessary cookies are absolutely essential for the website to function properly. In order to achieve our lofty quality goals, we focused heavily on iteration and playtesting throughout the duration of development. We then packaged everything together in a beautiful 3D environment where the character seamlessly flows through it. Our sound engineer, Logan Hayes, spent years fine tuning the musical signature of the game, which further developed The Pedestrian into a pleasant cinematic experience. In addition, we designed the gameplay visuals to be approachable with simple shapes and clean lines to aid in the solution of more complex puzzles. We replaced traditional tutorials and menu items with simplistic icons. One way we did this was to follow the same concept as the public sign system using symbols to represent information in a universal manner. With the main mechanic out of the way we focused on the visual language that would make the game standout. In playmode you control the main character, while puzzlemode allows you to edit the layout of the puzzle. This created two distinct modes – playmode and puzzlemode. We discovered while working in our puzzle editor that creating the puzzle was half the fun! So we took the core of our puzzle editor (moving and connecting signs) and turned that into our main mechanic. In the beginning we did a lot of prototyping in an attempt to find our unique puzzle mechanic. This took a long time because we knew that we wanted to make something unique and high quality. With no previous knowledge or experience in game development, we began with the basics and learned as we went. As we got older we had to ask ourselves the inevitable question, “What do we want to be when we grow up?” We decided to pursue our dream and start our own game studio named Skookum Arts. In our early years, we were very much inspired by a lot of movies and games. Growing up together we enjoyed being creative and we were always exploring and dreaming up new ideas. ![]() You progress through the game by rearranging and connecting public signs to explore and advance through each environment. Will this really work? Have we almost achieved the impossible? I can see the signs in my sleep now, always guiding me closer.
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