

"Our main character is not the little pedestrian. 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.
