Description
My Role
Trailers
Gallery
Description
THE PERFECT PENCIL is a 2D action adventure game inspired by a personal experience of psychological struggle.
Play as John (our camera-head boy), who found himself trapped in "the world of fear". Help him through his perilous journey of personal growth. But John's path won't won't be an easy one: you'll inevitably be influenced by the game's diegetic narrative.
Explore a mysterious, hand-crafted world filled with surprises. Engaging interactions, challenging choices, surprising exploration and a fast paced combat will keep the gameplay rhythm exciting.
These elements will nudge the player along to help them reach a (hopefully) positive conclusion to their story, while creating a unique experience that will resonate with them.
My Role
I joined Stefano Rauzi (the Creative Director and founder of the studio) long before the team existed. Together, we laid the foundations for The Perfect Pencil, turning a massive Google Doc full of his ideas into an actual video game.
During this time, we recruited several industry talents and formed Studio Cima to realize Stefano's dream of creating a video game that would convey a very personal story in the funniest, creepiest, weirdest, and most hilarious way possible.
Throughout development, I contributed in the roles of Principal Game Designer, Level Designer, and, to a lesser extent, Unity Developer, primarily during the prototype phase.
In my roles, I contributed to and/or was responsible for the following aspects:
- Creation of multiple design documents (covering level design, enemies, bosses, etc.).
- Collaborating with the Creative Director to shape the narrative, lore, and plot, deciding which ideas to retain and how to best present them for an engaging player experience.
- Determining the best ways to convey the narrative—the core element—through gameplay, ensuring the two supported and enriched each other.
- Designing the Camera System.
- Designing the main character's moveset and abilities.
- Designing the combat system.
- Designing enemies, including their movesets and AI behaviors (from initial concepts to in-engine implementation).
- Designing various bosses, including their movesets and AI behaviors (from initial concepts to in-engine implementation).
- Positioning gameplay objects and interactables throughout the levels.
- Level design for various areas, from concept to blocking out in-engine.
- Implementing the map system.
- Interviewing and, in some cases, testing and selecting new team members.
- Testing, bug fixing, and polishing to refine the final experience.
Trailers
Gallery