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PARKOUROMANCY

Fast fpv / Parkour /  3D

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Parkouromancy is a first-person parkour 3D platformer in which you play as an apprentice "parkouromancian" in examination, and where the player’s main tool for progress is the level itself.

The level gives the player the possibility to modulate it: move, rotate and transform parts of the level to open paths and close others.

Using these modulations is the key to maintaining maximum speed and achieving your goal: collecting enough bells scattered throughout the level in less than 5 minutes.

Observe the level and its modulations during the tests, learn how to use them, then master them to find your most effective way and pass your "parkouromancian" exam!

01

LEVEL DESIGN - Lead Level Designer 

​​​PARKOUROMANCY offers players to navigate through a great magic school, completely open with which they will have to interact in order to modulate it dynamically and find the most optimal way to achieve his goals.

 

As a lead level designer it was my first time creating an open map and overall a map that can be modified dynamically. So it was a big challenge and a lot of work and research.​​​​

Ancre 1
Ancre 2

What I did to make it possible?​

  • Managed a team on the producing of an open level, from level concept (including 2D plan), to blocking, to final result.

  • Defined level design intentions so that the whole team builds and design on common intentions.Validated the level zones created by other level designers and make written returns (as concise as possible) to modify them (if necessary) and ensure overall consistency in the level.

  • Created a complete zone in-engine containing all the metrics necessary to create a room for the level.

  • Created 2D plans and 3D models in engine.

  • Created node plans to balance the numbers of access of each room in order to make them more or less accessible according to their importance.

  • Validated plans and models with the art team to ensure level feasibility.

  • Realised a first full rough blocking in-engine to get a V0 of the level and validate the navigation for the player.

  • Produced 3 complete zones from A to Z (Hub, training room, corridors).

  • Followed the progress of the art team’s work and ensure that nothing is problematic in the level at any point (navigation, diversion of attention, etc....)

  • Played the level many times and have it playtested to ensure that it works properly and that the player understand everything in it.Iterated on the level and specific rooms after each playtest, and conducted meetings to make decisions on major issues.

02

GAME DESIGN

I also was a game designer beside my lead level designer role on this project.

Everything i did as a game designer was to support the level design aspect of the game like defining precisely what is a modulation and how it works.

Below everything I did as a game designer : 

  • Proposed the game genre (Parkour / Time attack) with the validation of the whole team.

  • Gave references (Dishonored 2, clockwork mansion / Mirror's Edge) so the whole team has the same vision.

  • Designed and defined the main feature of "modulation".

  • Designed the controller with the other game designers.

  • Managed and tweaked the game feel in-engine to stick to the intentions.

  • Balanced the controller.

  • Realised some playtest directed on the gamefeel.

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prototype Manoir mécanique, Dishonored 2

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Mécanique de modulation, PARKOUROMANCY

WATCH THE GAMEPLAY

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