A VR Parkour Delivery Experience
Imagine you’re a delivery man in a cyberpunk city. As you look at the sprawling city, you get a suspicious call. Deliver the package in time, or you'll lose your job. Navigate the city with parkour and boosters to get to your location on time. Our team created a VR parkour delivery game in which the player can run, jump, climb, and boost themselves through the neon cyberpunk city. Will they get to their final delivery destination on time?
Imagine you’re a delivery man in a cyberpunk city. As you look at the sprawling city, you get a suspicious call. Deliver the package in time, or you'll lose your job. Navigate the city with parkour and boosters to get to your location on time. Our team created a VR parkour delivery game in which the player can run, jump, climb, and boost themselves through the neon cyberpunk city. Will they get to their final delivery destination on time?
Imagine you’re a delivery man in a cyberpunk city. As you look at the sprawling city, you get a suspicious call. Deliver the package in time, or you'll lose your job. Navigate the city with parkour and boosters to get to your location on time. Our team created a VR parkour delivery game in which the player can run, jump, climb, and boost themselves through the neon cyberpunk city. Will they get to their final delivery destination on time?
Deliver Package — You receive a message from a suspicious caller demanding you deliver a package to a location
Navigate City — Ahead of you is a neo cyberpunk-city filled with many structures and buildings that you need to climb and navigate
Utilize Boosters — The world is your playground as there are useful boosters like paint cans and air vents that propel your player with a force to make navigation easier
Deliver Package — You receive a message from a suspicious caller demanding you deliver a package to a location
Navigate City — Ahead of you is a neo cyberpunk-city filled with many structures and buildings that you need to climb and navigate
Utilize Boosters — The world is your playground as there are useful boosters like paint cans and air vents that propel your player with a force to make navigation easier
Deliver Package — You receive a message from a suspicious caller demanding you deliver a package to a location
Navigate City — Ahead of you is a neo cyberpunk-city filled with many structures and buildings that you need to climb and navigate
Utilize Boosters — The world is your playground as there are useful boosters like paint cans and air vents that propel your player with a force to make navigation easier
The games core theme is motion, as it is a parkour game, meaning the player had to successfully run, sprint, jump and climb, and throw themselves similar to those viral POV videos on youtube.
The games core theme is motion, as it is a parkour game, meaning the player had to successfully run, sprint, jump and climb, and throw themselves similar to those viral POV videos on youtube.
The games core theme is motion, as it is a parkour game, meaning the player had to successfully run, sprint, jump and climb, and throw themselves similar to those viral POV videos on youtube.
Climbing: One/Two Hand Grab
Climbing: One/Two Hand Grab
Climbing: One/Two Hand Grab
This is the locomotion system for climbing. I needed the player to be able to climb while sort of propelling themselves similar to professional climbers. Without this extra feature on top of climbing, it would hinder the gameplay for the player and thus taking them out of immersion.
This is the locomotion system for climbing. I needed the player to be able to climb while sort of propelling themselves similar to professional climbers. Without this extra feature on top of climbing, it would hinder the gameplay for the player and thus taking them out of immersion.
This is the locomotion system for climbing. I needed the player to be able to climb while sort of propelling themselves similar to professional climbers. Without this extra feature on top of climbing, it would hinder the gameplay for the player and thus taking them out of immersion.


Running: Run in Place
Running: Run in Place
Running: Run in Place
We kept in mind the audience of players who most likely haven’t played a VR game, so for that reason the player didn’t need to press anything to run, just run in place while shaking the controllers and the player in game would follow the head direction
We kept in mind the audience of players who most likely haven’t played a VR game, so for that reason the player didn’t need to press anything to run, just run in place while shaking the controllers and the player in game would follow the head direction
We kept in mind the audience of players who most likely haven’t played a VR game, so for that reason the player didn’t need to press anything to run, just run in place while shaking the controllers and the player in game would follow the head direction
Initially we thought we should measure the head movement, but this quickly didnt work as the head remains constant while the hand goes faster so tweakung the speed there was no acceleration and we were either going too fast or too slow
Initially we thought we should measure the head movement, but this quickly didnt work as the head remains constant while the hand goes faster so tweakung the speed there was no acceleration and we were either going too fast or too slow
Initially we thought we should measure the head movement, but this quickly didnt work as the head remains constant while the hand goes faster so tweakung the speed there was no acceleration and we were either going too fast or too slow
Jumping: Ski Jump (Jump and Pull)
Jumping: Ski Jump (Jump and Pull)
Jumping: Ski Jump (Jump and Pull)
A natural movement that we could communicate to the players is to jump they needed to grab and pull like a ski jump.
A natural movement that we could communicate to the players is to jump they needed to grab and pull like a ski jump.
A natural movement that we could communicate to the players is to jump they needed to grab and pull like a ski jump.


Translated Into Gameplay
Translated Into Gameplay
Translated Into Gameplay

Respawn Manager
Respawn Manager
Respawn Manager
Event Manager that handled the respawning of the player whenever passing a certain threshold before and after the tutorial
Event Manager that handled the respawning of the player whenever passing a certain threshold before and after the tutorial
Handling the respawning of the player whenever passing a certain threshold before and after the tutorial
Timer System
Timer System
Timer System
Handling when and where the timer system would start and stop counting up to keep track of the players high score
Handling when and where the timer system would start and stop counting up to keep track of the players high score
Handling when/where the timer system would start/stop counting up to keep track of the players high score
Objective Manager
Objective Manager
Objective Manager
Handling where the player picks up and drops off the package, managing the event of the start and end goal
Handling where the player picks up and drops off the package, managing the event of the start and end goal
Handling where the player picks up and drops off the package, managing the event of the start and end goal
Final Composition/Visual Development
Final Composition/Visual Development
Final Composition/Visual Development
We had a very ambitious visual aesthetic established from the start of the project, so it was my job after retrieving all the assets from the designers to pull the final shots of the game together with lighting and particle effects to achieve the look everyone on the team had initially when the white boarding.
We had a very ambitious visual aesthetic established from the start of the project, so it was my job after retrieving all the assets from the designers to pull the final shots of the game together with lighting and particle effects to achieve the look everyone on the team had initially when the white boarding.
We had a very ambitious visual aesthetic established from the start of the project, so it was my job after retrieving all the assets from the designers to pull the final shots of the game together with lighting and particle effects to achieve the look everyone on the team had initially when the white boarding.


Prerendered Scene w/o Visual Components
Prerendered Scene w/o Visual Components
Prerendered Scene w/o Visual Components


Post rendered Scene w/o Visual Components
Post rendered Scene w/o Visual Components
Post rendered Scene w/o Visual Components









Thank you for playing.

Artstation

jadenhalevi@gmail.com

@h4levi

Jaden Halevi
Thank you for playing.

Artstation

jadenhalevi@gmail.com

@h4levi

Jaden Halevi
Thank you for playing.

Artstation

jadenhalevi@gmail.com

@h4levi

Jaden Halevi