My Roles:

Gameplay Design

Project Management

Level Design

Engine: Unity

Team size: 10

Project length: 7 weeks

Platform: PC

Game Summary

The Hermit is an top-down action adventure game. You play as a wandering hermit in a forest inhabitant of friendly spirits. Help the spirits by defending their forest from the invading evil weasels.

Progressing through the forest will unlock new spirit types, that will help the hermit in his journey. Together with the spirits the hermit can solve the mysteries of the forest.

My Contribution

Gameplay Design

Core Loop Design

Camea Movment

Enemy Design

Project Management

Scrum Master

Leading meeting

Project planning

Team Building

Level Design

Level Blockout

Layout planning

Design Iterations

Core Gameplay Loop

The hermit can attack enemies using his staff or throwing minions at them. If attacking in rapid succession with the staff, the third hit becomes a stronger hit. Throwing minions does damage on impact if they hit enemies, and if they land on the ground they will search for puzzles that they can solve for the hermit. To regain health the hermit can eat fruits growing from plants, these fruits can also be used to revive and heal damaged spirits.

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Camera System

To build and set up the camera movement in The Hermit I followed my two golden rules.

The camera should always show everything that is of interest at the given moment.

The camera should feel natural and should never annoy the player.


For me to achieve the desired camera I worked with Cinemachine. I had to find the right camera distance to get nice camera angle and field of view to get a nice perspective.

Next up is to find a smooth camera movement. The camera dampening and look a head is the key to find a nice weight to the cameras movement.

Lastly I added some minor noise to the camera so that it is never completely still.

Project management

The entire development of The Hermit was done from home during the covid quarantine. This was challenging for us.  To solve this the team used discord for communication, meeting and planning, and Miro to come up with the design and plan the project. 

In Miro we created a scrum board containing. A product backlog divided into categories to help us create user stories, that we prioritized depending necessity for the project. A weekly backlog containing the user stories being worked on, and a board with tasks and their progress user stories being worked on.

Level Design

When designing the level for the game we wanted it to feel open and have the player explore around the level, unlocking new areas as new spirit types became available. We also wanted the player to have a good onboarding section where they get a feel for the game and try out the mechanics.

As development moved on we had to cut parts of the level and go for a more linear approach to the design. The change was made due to lack of time and the benefit would be a better onboarding section. Even with the last minute changes we were able to keep most of the initial design.