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The Parkourist

The Parkourist 1

A 3D movement platformer slated to have Apex Legends-like movement mechanics along with many short but technically challenging levels.

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​I started working on this project after completing Chill Target Shooting in Da Woods in order to continue refining my skills with Unreal Engine 5 and Blueprints.

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This project is still a work in progress, where I plan to continue working on it in my free time.

Role​

Programming Language
Game Engine
Team Size

Platform(s)

Development Period

Solo Developer

Blueprints (UE5)
Unreal Engine 5
1

Windows (slated)

August 2024 - September 2024

The Parkourist 2

Movement System

Implemented a movement system with core platformer components such as input buffering and coyote time

Includes:

  • Walking, jogging, sprinting, jumping, and crouching

  • Player enters a sprint after jogging uninterrupted for some time

  • Crouch animations from Mixamo.com

  • Air strafing

Speed Lines Shader

Developed a customizable speed lines effect post-process material shader using procedural noise, polar coordinates, and masking

The Parkourist 3

I followed this tutorial by Ben Cloward to achieve this. Whilst following along, I learned a lot about shaders and how they're made. I wouldn't say that im really into this stuff, but it was intriguing seeing how they're created from math.

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