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.
ABOUT THE PROJECT
Parkouromancy offers a freedom navigation in an open area, within a grand school of magic. During its first parts, the player explores different zones and discovers the modulations that make them up, which are interactive elements allowing them to alter their navigation in a room.
As the game go by, the player learns to manage their movements and anticipate the shifting modulations, in order to get closer to a "magical parkour" experience. Finally, the player will be driven to find the most optimal way to achieve the best time, in order to become the greatest parkouromancer in the school!




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



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.
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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.


