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VORDMYST

A MULTIPLAYER PARKOUR EXPERIENCE

Overview
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GOAL OF PROJECT:

  • ​Create a prototype for pitching the game to investors. Include all the core mechanics of the game.

MY RESPONSIBILITIES:

  • Create a gym Level for testing metrics and other gameplay aspects

  • Create the foundation for the main level

  • Collaborate with other level designers to help manage the pipeline.

  • Design iteams and balancing

TEAM:

  • ​3 Level Designers

  • 2 Programers

  • 1 Artist

  • 1 Head Designer

  • 1 Animator

Time Period 2 months

Preprod

Gym: 

I started by creating a gym level where we would establish metrics and jump distances, and more. It also gave us designers a place to test movement controls and provide feedback to the programming team.

Main Level:

When creating the level's foundation, I started by creating paths to each point of interest. I also made notes on ideas for obstacles the player would encounter.

Working with other level designers:

When working on a level with multiple level designers, communication was very important. We came up with a workflow in which parts of the levels were turned into prefabs, and we would lock the ones we were working on. The result was that we could work in the Main scene and see changes happen actively without worrying about conflicts.

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DESIGN
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Problem

  • In the mid-stage of the level, we stumbled upon a problem that players would skip large parts of the level to reach the end quicker by walking in the water all the way to the end

Selution 

  • The design team came up with sectioning the level so the player had to complete one side to reach the next section. It worked almost as a checkpoint, where, on falling down, you would fall to the bottom of the section you were in.

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Right Side

  • The goal with the right side was for more experienced players. With more difficult obstacles and puzzles.

Left Side

  • The left side was for beginners to learn the game with easier obstacles.

Story impact:

  • People from this place come here to train their parkour skills. The area is a small obstacle course where various obstacles are presented safely, allowing the player to fail without greater consequences.

Design

  • My intention for this area was to serve as a warm-up for the player, allowing them to get a feel for the parkour and movement in the game. If the player feels already familiar, they can take the Rightside instead.

Training Grounds

SECTION 1

Design: Creating the next step in the tutorial:

Outside is where the test continues, but now with greater consequences.

But to keep in line with teaching the player, I created some platforms a bit lower to catch the player if they fall. If they are unlucky, they will fall into the water and have to restart. It could also be an opportunity to test the other side if they so please.

Inside

Outside

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Apartments

SECTION 2

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Story impact:

  • A place where the people of this place live is made out of containers and scraps. On the right side, in yellow, is the governor's mansion, where players can find clues on what happened to this place.

Design

  • When designing this place, I wanted it to feel like a functioning town that has incorporated the parkour elements into its architecture. It provided an interesting challenge. While also making it feel unique.

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Pegasus of Fortune:

Throughout the level, the players can find shrines to the Pegasus, a symbol of the people of this place, by gathering a key on the left side and leaving the building; the Pegasus at the apartments, with the help of composition, will be framed.

The player can then make their way towards the apartments and enter a hidden chamber with a green door. Inside the chamber, they will be provided with the hidden lore of this place. (Where are the original people of this place?) Why are some parts broken ?)

Rewarding Exploration

Within the area, the player can find items hidden around the place. They are hidden in ways that make you have to do some extra parkour or sneak under debris to find them.

In the GIF showcased on the right, I hinted to the player that there is an item inside the building. It's now up to the player to find a way into the building to acquire it.

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Docks

SECTION 3

Story impact:

  • Containers from the top float down the waterfall. Within the containers, food and other materials can be found. It's by the docks where they gather the containers and try to sort them.

Design

  • This area is the last one for both right and left, creating a balance between the 2 was a challenge. The people who went on the right would start at the middle of the waterfall, while the ones on the left would start at the bottom. There was a psychological aspect to that decision. I wanted the player who went to the Left side to look up at the other players and feel that they will be as good as them one day.

TOOL CREATION

When the prototype was completed, I was assigned to research procedural generation methods for the game. The goal was to create entire levels using only variables in a menu.

I created a YouTube series to show my progress in developing the tool. I also received feedback from team members, allowing me to iterate on the tool.​

Reflection

It was a fun project to work on and also a great experience to learn more about a multiple-level design pipeline. It also gave me a moment to put into action all the knowledge I have gained from my previous group projects. 

I also learned a lot about tool creation in Unreal. I have learned so much more about function and performance. 

In all, I learned a ton, and I hope this project can reach its full potential.

Thanks for reading, and I wish you an amazing day!.

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