GAMEPLAY
PITCH
Parkouromancy is a 3D parkour game, where you play as a student passing his exam in a magical school specializing in the magic of movement. Collect as many bells as possible, within the allocated time of 5 minutes to pass your exam. Modulate decor elements to open paths and close others, to find the most efficient within a non-linear level with multiple interconnected rooms.
AS A GAME DESIGNER
Parkouromancy offers a fast-paced parkour experience through its movement kit and its modular level design, where learning these different components is fully integrated into the gameplay loop.
As a Game Designer, it was important to fully understand the issues specific to the genre and to create an interesting movement feel, in order to truly feels like a parkour magician. To do this, I conducted an analysis of various parkour games during the pre-production phase, in order to identify the technical prerequisites needed to deliver a satisfying gameplay experience for genre enthusiasts, and then presented the results to the Game Design team. It was important to offer the player a simple movement kit, so they could focus on how to combine their actions after discovering them.
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Throughout the development, I contributed to tweaking the controller with the Lead Game Designer and Lead Programmer, in order to truly immerse the player in a navigation flow tied to the level design and the functioning of modulations.




WHAT I DID
Game Design
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Analysis of parkour games, focused on gameplay mechanics and game feel
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Development of different game features, with the Game Design team
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Tweaking avatar controller
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Organization of playtest pipelines




Level Design
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Blockout of rooms and positionning game elements in Unity
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Modulations tweaking, according to the navigation intentions in each room




ABOUT THE PROJECT
Parkouromancy immerses the player in a magic school teaching parkour. You play as a student who must pass his parkour exam, collecting the most bells scattered throughout the school before the bell rings. By experimenting with the controller and modulations and learning the specificities of the level design, the player progresses and optimizes his time gradually at each run.
We aimed to offer a pleasant controller, which respects the principles specific to the parkour genre and makes the use of modulations intuitives and non-punitive.
This project was my first production experience on a first-person camera. We had to do a lot of research beforehand on how to set up this type of camera in Unity.




THE TEAM
Enzo FERREIRA DE ALMEIDA
Lead Level Designer
Marion LASSAL
Lead Art, Environment, Props &
​Texturing Artist
Victor REGARD
Lead Gameplay Programmer
Noé BRASIER
Vision Owner, Game Designer &
​Level Designer
Ernest LANOY
Art Director, Animator, Character &
Concept Artist
Maxime PHILIPPON
Game Designer & Gameplay
Programmer
Liangwei SMITH
Producer, Props & VFX Artist
Élise LANGER
Environment, Foliage &
Concept Artist
Victoria YSSEMBOURG
Lighting Artist, Texturing, Concept &
UI Artist
Romain PEIGNOT
Props & Environment Artist


