Peter Pilot

How can you interpret the principle of a typical endless game in a new way, to stand out against the other competing products? Building on the human impulse to discover! Peter Pilot is a mobile game I created together with a friend.

The Challenge was to create an endless game, like Doodle Jump or Jetpack Joyride. But how can you interpret the principle of a typical endless game in a new way, to stand out against the other competing products? Normally the challenge is to get as far or as high as possible, or to collect as many points as possible. The reward is usually just another number or a higher ranking in a scorer list. So how can you create a new type of incentive, a new kind of reward? Building on the human impulse to discover: The overall game task is to fly deeper and deeper into a fantasy world and to discover new elements.


The player has to avoid objects flying in the opposite direction and, at the same time, look out to collect enough fuel cans. The aim: Making it further than any human before and discovering yet unseen things. The mechanism: There are milestones in form of settlements, placed in regular intervals, which indicate the player’s progress. The specific shaping and coloring of each settlement generates a closed system and makes it a visual anchor. In addition, there are plane wrecks serving as highscore markers, indicating how far other players got.


Skills: Illustration, Interaction Design