- Game Development
Markour
First-person parkour shooter gameplay prototype
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01
Description
Markour is a personal first-person parkour game prototype I created after becoming more comfortable with Unity and wanting to combine multiple gameplay systems I had learned into a larger experimental project. The game combines platforming, shooting, hazards, health, moving obstacles, and temporary power-ups within a vibrant, shape-based environment. Players navigate platforms, jump across gaps, avoid hazards, destroy obstacles with a pistol, and use speed and jump boosters to progress through the level. I also developed the supporting UI, settings, camera sensitivity controls, audio, VFX, hit effects, and reusable obstacle systems. The project was intentionally challenging and taught me an important lesson in difficulty balancing: a game must be designed around the broader player experience, not only the developer's own skill level.
02
Highlights
First-Person Parkour
Combines movement, jumping, platforming, and obstacle navigation in a first-person environment.
Integrated Shooting
Implemented pistol mechanics, destructible obstacles, shooting effects, hit points, hit animations, and VFX.
Dynamic Obstacles
Developed moving obstacles and their animations in a dedicated prototype environment before assembling them into the level using prefabs.
Gameplay Power-Ups
Added speed and jump boosters that immediately modify player movement capabilities when collected.
Health & Hazards
Implemented damage from spikes and other environmental obstacles alongside a game-over system.
Reusable Level Architecture
Designed the prototype so additional levels could be created using reusable gameplay elements and prefabs.
Complete Supporting Systems
Added menus, settings, music, sound effects, camera sensitivity, About information, and game-flow controls.
Prototype Testing Environment
Created a dedicated space for developing and testing obstacles, animations, shooting mechanics, hit effects, and other gameplay systems before integrating them into levels.
Difficulty Balancing Lesson
Learned firsthand that difficulty must account for the average player's experience rather than the developer's familiarity with the game.
Multi-System Experiment
Used the project to evaluate how effectively I could combine the Unity and gameplay-development concepts I had learned into a larger prototype.