The Parkourist
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
Movement System
Implemented a movement system with core platformer components such as input buffering and coyote time
Includes:
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Walking, jogging, sprinting, jumping, and crouching
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Player enters a sprint after jogging uninterrupted for some time
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Crouch animations from Mixamo.com
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Air strafing
Speed Lines Shader
Developed a customizable speed lines effect post-process material shader using procedural noise, polar coordinates, and masking
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.