We didn’t get into this industry to have comfortable jobs. Even if it hurts, we’re not quitting anytime soon. But it takes a lot of work to be proud of something. It’s understandable, because game developers take a lot of pride in their work. I can say from experience, most burn out is self inflicted. Taking a breather by working on something entirely different will be good for us. "As much as we’d like to make another one, because of all the untapped potential we have yet to explore, we decided that we need a break from it to avoid burnout. Beyond that, Lackey says Skookum's sights "are set high", though don't expect a sequel to The Pedestrian anytime soon.
The pedestrian game switch series#
The studio even got to make its PlayStation announcement during a State of Play live stream last year, though that its console exclusivity isn't permanent, as releases for Xbox One, Series X/S and Nintendo Switch are also planned. Unlike Steam, where you do almost everything yourself through their online tools, PlayStation assigned us an account manager, who has been wonderful and helped us with a bunch of things." "Developing for the PlayStation platforms has been quite a challenge," says Lackey of the porting process, "but was definitely worth it.
The pedestrian game switch Ps4#
The Pedestrian launched on PC last year to rave reviews, and that success has enabled Skookum to start bringing the game to other platforms, starting with PS4 and PS5 later this week. Developer: Skookum Arts LLC, Skookum Arts. You play by rearranging and reconnecting public signs in order to explore and advance through each engaging environment. You are The Pedestrian Enter into a dynamic 3D world with stunning graphics and challenging puzzles. "Our main character is not the little pedestrian. Summary: The Pedestrian is a 2.5D side scrolling puzzle platformer. Even though it was a painstakingly slow process, I think it was worth it in the end to get such a hand crafted feel." Good signs ahead Everything was meticulously made from scratch by us. It was an enormous challenge to concentrate detail where it was needed. So we had to treat it that way in terms of focus and attention to detail. We said many times while working on the game that our main character is not the little pedestrian – it’s the city.
"From a gameplay point of view, you are only ever traveling left, right, up or down, but the actual work we put into making the camera movement fluid and dynamic as it swoops down city streets and around corners is far more complicated than your typical side scroller.
After much consideration, the team set about creating a fully realised urban backdrop for the titular pedestrian's adventures, which – according to Lackey – gave them the added task of building something that "was more closely related to an FPS or a 3D adventure game". With its unique aesthetic decided, Skookum then had the difficult task of figuring out what the player would see beyond the borders of the public signs in which the core gameplay took place. Optimizing communication while minimizing any unnecessary information so that ideas can be communicated simply and easily." By contrast, the public sign system was designed to communicate ideas that could be understood at a glance. "In most modern games, I find myself getting frustrated with the many layers of menus and walls of text," says Lackey.