Yeah, we did a similar thing - knowing where the final point of the camera will be when the climber travels "25" units, came up with a math formula for each dimension of my animation that would change and then travels along that path in proportion to how long the climber will travel.
Not exact same as yours, but funny how I also had the idea to group up the hiker and rotate the group to only have to have him move in 1-dimension.
Something else we added (that ended up being too much clutter on screen, so was axed, but still cool to see) was a second camera angle that was the close-up of the climber that stayed in the corner using a RenderView texture
#XPression