A beautiful platformer game imagined by 7-year old Logan. The game brings Logan's imaginative drawings and brings them to life. It's an action-packed game with deep combat mechanics and high replay value. It's a really fun game.
I was the Level Designer (and did some Game Design) for Pigeon's Mission. I'm super proud to be part of this team and it's one of the most rewarding experiences that I've had.
The game is uniquely challenging to design because we were working with the constraints of an established Intellectual Property. The challenge here was striking the balance between staying true to Logan's vision for the game and crafting an engaging, fun game with solid mechanics. There's no easy solution here. Every aspect of the game -- the game mechanics, enemies and levels had to strike this delicate balance.
Hired as a Level Design Consultant, this case study details the strategic analysis and recommendations (inspired by Shovel Knight) that convinced the team to pivot from isolated features to prioritizing systemic depth. The result was a shift in philosophy that validated the client's creative spark while ensuring professional-grade emergent gameplay.
A World-Class Level Designer Who Transformed Our Gameplay Loop!
Hiring Patrick was one of the best decisions we made for Pigeon’s Mission, our 2D pixel-art platformer. His work was nothing short of transformative. From start to finish, Patrick brought an expert-level understanding of level design that balanced challenge, curiosity, and childlike wonder, the exact emotional cocktail we needed to bring our game to life.
Patrick played a pivotal role in optimizing our core gameplay loop, integrating the Harvest Pulse System with intuitive level flow, pacing, and rewards that made every collectible and challenge feel earned and exciting. His attention to traversal rhythm, enemy placement, and reward gating created levels that not only looked great but felt great to play. Whether it was fine-tuning tutorial sections or crafting vertical exploration zones with aerial power-ups, Patrick ensured our levels taught through play without ever breaking immersion.
Most impressively, he was deeply systems-aware. He didn’t just build fun levels, he engineered them to synergize perfectly with our power-up mechanics, radial selection menus, and Harvest Pulse resource economy. That kind of holistic thinking is rare and invaluable.
On top of his technical chops, Patrick was a joy to work with: communicative, collaborative, and always open to feedback. He brought heart, humor, and professionalism to every milestone.
If you're building a platformer, or honestly any game where level design matters, do yourself a favor and hire Patrick. He’s not just a designer; he’s a storyteller, systems thinker, and gameplay surgeon in one.
John D. Saunders
Glowing Cheetah Studios