• Technical Design
  • Gameplay Design
  • Sound Design


  • Unreal Engine 4
  • Blueprints
  • C++


  • 3 Game Designers
  • 3 Programmers
  • 3 3D Artists
  • 3 2D Artists


  • 4 Weeks


Pok’our is a Third-Person, arcade-style platformer focused on finishing levels as quickly as possible. This game is a combination of three sports: Obstacle Course, Parkour, and Mesoamerican ballgame. The player is able to jump, dash, wall-run, and slide to pass the obstacle course and to move between floating islands. Also, the player can throw a ball at targets that are placed on the levels to open up faster paths.


  • Jumping, dashing, wall-running, and sliding
  • Throwing the ball and returning it back
  • Dynamic/changing levels
  • Falling from the sky after falling down

Design Pillars


Gain speed and keep momentum. Responsive controls and smooth animations that help to feel the speed

Changing Environment

Environment mechanics that make the gameplay deeper and more rewarding


Different paths and ways of playing to make one level more interesting and replayable

My Contribution

Technical Design 

  • Communication with programmers
  • Scripts and assets implementation
  • Prototyping

Gameplay design

  • Designing and prototyping character movements
  • Gamepad and keyboard/mouse input

Sound Design

  • Sound system scripting
  • Sounds and Music production

Design Details

Character Controls

It takes the input direction and horizontally pushes the character to that line. It gives better control over the character and a chance to correct a mistake the player has made. The controller vibrates easily after pressing the button, so it gives more tactile feedback to the player
Dash input was originally set to the left stick button, but we deiced to move it to the X button after several playtests. The initial position gave more control and feel over the character, but some players were accidentally pressing dashing so we had to change it.

Allows players to slide on the surface to overcome certain obstacles. Player loses acceleration but keeps the momentum.

Allows players to run on marked walls and adds challenge to the gameplay. Player keeps the momentum and gains speed.

Allows players to jump across wall obstacles. Keeps the momentum, but loses the acceleration.

Character Mechanics


The player is able to through the projectile to interact with the environment. Also, the player can immediately return the ball back to fix a mistake and to keep the momentum. At first, we wanted it to be a pole vault mechanic, but then we redesigned it to ball thronging to keep the gameplay temp.


The Player has to keep the momentum to maintain on maximum speed. It means that if a player loses speed, he/she has to gain it again. It forces players to constantly moving and punishes for their mistakes


To keep the feeling of speed we designed respawn that way so the player won’t stop. If a player falls down, he/she will fall back from the sky. To highlight the speed we added the zoom effect and then we rotated the character to the correct direction to avoid frustration.

Level Design

Level logic

Since we wanted to add replayability, we had to balance distances and timings. We decide to add different level mechanics to reward the player and to balance different paths.

Changing Environment

The environment is floating islands to encourage the player to jump from one to another. We decided to improve the gameplay with islands that can appear on the level and open up faster paths.

Level mechanics

Hoops that unlock faster paths
Hoop that the player can hit while running. It rewards the player with the faster path and gives the satisfaction of nailing a perfect shot.

Hoops that reduce time
Since it is a speedrun game, there is a time and a scoreboard. The hoop simply reduces the number on the timer.

Path hoop

Time hoop

Sound Design

I spent some time working on sound for this project. I was combing different sounds and then adding effects to make them sound more suitable for the game.  Also, I created different material sounds and physical surfaces in Unreal, so other team members could easily use them.

I scripted the sound system on Blueprints. Although it didn’t look very pretty, it worked great.