PANDEMIC STUDIOS · 2009
The
Saboteur
CLAMBER LEADSYSTEM DESIGNWORLD READABILITY
Making a city
consistently climbable
I led the design of the clamber mechanic—the system used to climb and navigate the structures throughout The Saboteur's open world.
Working closely with a programmer and the Animation and Environment Art teams, we defined the shared metrics, visual language, and construction rules needed to make the world consistently readable and climbable.
- ROLE
- Lead Clamber / Mission Designer
- STUDIO
- Pandemic Studios
- FOCUS
- Clamber System · Metrics · World Readability
CLAMBER SHOWCASEA readable path
A readable path
for stealth and exploration
This gameplay example demonstrates the shipped climbing system and how the world's structures communicate navigable routes to the player.
CLAMBER & CLIMBINGWatch on YouTube ↗
MISSION DESIGNA side project
A side project
became a mission
An artist created an animation of a large mounted cannon being destroyed for fun. I saw the gameplay potential and built a mission around it, giving the hero a clear objective: destroy the gun.
DESTROY THE MOUNTED GUNWatch on YouTube ↗