Expedition Everest
- jblancharddesign
- Jan 25, 2023
- 3 min read
Updated: Jan 10, 2024
Embark on a serene adventure with Expedition Everest, a mobile puzzle game created during a 5-day game jam. Join a young Inuit girl as she ascends the mountain, solving puzzles to reach the summit and light the campfire. The game's tranquil ambiance and charming graphics provide a delightful balance of relaxation and challenge for players.
Link to download able file - https://blancahrdio.itch.io/expedition-everest
WHY Mobile?
The decision to develop the game for mobile platforms stemmed from the necessity to maintain a concise gameplay experience. Given the constraints of a one-week game jam project, it was imperative to avoid overambitious goals and deliver a functional demo within the allotted timeframe. Conducting preliminary research, I identified puzzle games as a popular and suitable genre for mobile gaming.
Puzzle games offer a brief yet engaging diversion, allowing players to entertain themselves during short intervals and return at their convenience. This is particularly pertinent for mobile gaming, where users often seek entertainment during idle moments, such as commuting on a bus. Consequently, the challenge was to design a game that is both simple and compelling, ensuring that players are motivated to return to the experience after setting it aside.
System Design
As a system designer for Expedition Everest, my role was instrumental in shaping a dynamic and engaging gameplay experience. The primary objective of the game is for players to successfully navigate and illuminate the campfire, a task achieved through the strategic utilization of two characters the child and the dog.
Characters:
The child possesses the ability to interact with various items scattered throughout the level, including an axe, pickaxe, and, notably, a torch. These tools empower players to cut down obstacles like bushes and rocks, as well as manipulate large objects such as totem poles, creating pathways and bridges. Meanwhile, the dog introduces an additional layer to the puzzle-solving dynamic by digging up tools from dirt piles, which the child can then utilize. Furthermore, the dog's unique ability to traverse tight spaces, like logs, opens up new areas of the level that would otherwise be inaccessible.
Player Engagement:
Incorporating elements to keep players engaged in the mobile game, we implemented a timer that incentivizes speed and efficiency. The faster players navigate and solve the level's puzzles, the more stars they earn at the conclusion, with a maximum of three stars attainable. This dual-tiered goal system not only provides players with an additional challenge but also caters to perfectionists seeking mastery.
Level Design:
Addressing the unique challenge of designing puzzles within an isometric view, I carefully considered level size and progression complexity. Ensuring a balanced experience, the levels couldn't be too large, and complexity had to incrementally increase as players progressed through the game. The current demo showcases four levels, each progressively more intricate, demonstrating my skills as a system designer in creating a coherent, engaging, and progressively challenging gameplay structure for Expedition Everest.
Characters
In response to tight deadlines and the absence of a dedicated character artist, I undertook the responsibility of crafting and animating the main character and her companion for our project. Embracing a low-poly art style choice, I strategically designed and optimized this character duo to ensure efficient performance within the game engine.
Given the constraints, I leveraged Blender as my primary tool for character creation. Utilizing material IDs, I employed a unique approach by assigning specific colours to distinct areas of the models. This innovative technique allowed me to sidestep the traditional UV mapping stage, ensuring a streamlined and time-efficient character creation process.

Front view of character

Back view of character