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  3. Computer Graphics (MTAT.03.015)
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Computer Graphics 2025/26 fall

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Rooftop Parkour Game

Kristo Krikmann, Jander Metsma, Eric Raphael Janke

How To Play

1) Press SPACE to perform a parkour action

2) Parkour after a red line on the ground with correct timing

3) Don't hit you head

4) Have fun!

Full playthrough + failing demonstrations

Link if video doesn't show https://drive.google.com/file/d/11qaGwtYLQlq6QanCrRVsTYcZEH2JsI8F/view?usp=sharing

Windows Release

https://cgvrgit.ulno.net/kristo.krikmann/RooftopParkourGame/releases

About

Rooftop Parkour Game is a 3D parkour game built around timing, flow, and cinematic presentation. The camera follows a predefined, dynamic path designed to highlight dramatic action scenes, showcasing long jumps, vaults, and fluid rooftop movement from engaging angles. Rather than controlling full movement, the player focuses pressing the spacebar at exactly the right moment to execute jumps or vault over obstacles. Missing the timing results in failed jumps. The game takes place across a single handcrafted level set on city rooftops, filled with a wide variety of jumps and environmental challenges. Obstacles such as rooftop edges, varying distances, and elevation changes require quick reactions and careful attention to the camera’s motion. As the level progresses, challenges become more demanding, testing the player’s ability to read movement, anticipate jumps, and maintain focus.


Menu

Workflow

Development started slowly as the team familiarized themselves with Unreal Engine 5 and its core systems. Early progress focused on learning through tutorials, which gradually began to make sense and allowed the first obstacles to be implemented.


Initial Level

Shortly after, the core parkour mechanics were developed. These mechanics rely on line tracing between two points to determine which predefined animation to trigger, such as vaults, climbs, or jumps. Player movement is handled automatically by following a spline path that is integrated directly into the level design. The player’s only input is pressing the spacebar at the correct moment to perform a jump or parkour move. If a stunt is mistimed or failed, the character loses consciousness, enters a ragdoll state, and all limb control is lost, clearly signaling failure. Once the animation systems were functional, the basic structure of the first level was constructed, forming the foundation of the environment. With the layout complete, a cinematic camera system was implemented to enhance the action-focused presentation. The team then sourced a large asset library of approximately 7 GB to decorate and populate the level with rooftop details. Texturing was intentionally left until the final stage of development, and due to time constraints, a simpler and more efficient approach was chosen to ensure the project could be completed on schedule.

Skeleton of map with trigger boxes


Map

Implemented spline


Spline

Linetrace blueprints inside parkour logic


Linetrace

Logic for gamemode


Code

Media

Timeline of the cinematic camera

Repository

  • Project Repository

Roles

Kristo Krikmann – Implemented the game loop with menu system, made the camera movement animation and polished the final result by refining rooftop elements and overall presentation.

Jander Metsma – Developed the core gameplay systems, including parkour and vault mechanics, animations, and fail/win conditions. Designed and structured the level layout to support gameplay flow and challenge progression.

Eric Raphael Janke – Focused on level detailing, landscape design, and environment texturing, shaping the visual style and atmosphere of the game world.

  • Institute of Computer Science
  • Faculty of Science and Technology
  • University of Tartu
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