Ledge Jumper

Game Design Pitch - 2024

Introduction

Ledge Jumper is a fast-paced, local multiplayer parkour racing game where two players compete to leap between buildings in a vibrant techno-city inspired by North American urban landscapes. Combining precision gameplay with immersive parkour mechanics, players use a unique pressure pad controller to build momentum and execute daring jumps. The game features dynamic city environments, power-ups, and competitive modes, offering an easy-to-learn yet challenging experience for players aged 13+. Standout features include realistic parkour animations, local co-op, and a focus on reactive, skill-based gameplay.

Even though this is a school assignment, I still brought my professional skills to the table to help our team succeed and create a game we'd love to both make and play.

The Team

Melanie Hicks - Game Designer / Team Lead and Level Designer
Andrew Nunno - Game Designer / Lead Programmer
Hermes TT - Game Designer / Assistant Programmer

 

The Process

As a key team member in the development of Ledge Jumper, I spearheaded project structure, collaborative workflows, and design iteration sessions to ensure a cohesive and original game concept. Here’s a breakdown of our process and my contributions:


Key Contribution

  • Provided high-level production plan to ensure on-time delivery.
  • Balanced gameplay systems for audience fit, ensuring accessibility for casual players while retaining depth for more skilled players.
  • Created 2D/3D level design concepts to map out scale, elevation and player obstacles.

Planning & Time Management

I spearheaded project organization by developing a high-level production plan with defined milestones for brainstorming, prototyping, and presentation deliverables. To maintain alignment, I scheduled regular deep-dive meetings where our team utilized mind maps and thumbnail sketches to visualize core mechanics and level layouts—transforming abstract ideas into actionable design goals while keeping development on track.


Visual & Level Design

I designed 2D/3D level concepts to refine landing pad scale and depth, ensuring intuitive player navigation and balanced challenge. Championing modular design, I advocated mesh asset reuse for efficient iteration of obstacles and routes—enhancing level variety without compromising development speed.



Competitive Research & Design Validation

I led a collaborated on the SWOT analysis (e.g., Trials Rising, Mirror’s Edge) to identify market gaps, and position our unique parkour mechanics and alt-controller. By evaluating gameplay systems for freshness and audience fit, I balanced accessibility for casual players with strategic depth for enthusiasts.

Camera, Mechanics and Alt-controller Integration

Whilst collaborating with Andrew we planned to prototype split-screen camera views and player tracks, ensuring competitive fairness and clarity in local multiplayer. Together we aligned on mechanics for the pressure pad controller to enhance physical immersion.

Co-Op Mode UI Prompts

If players are not responsive, a prompt should appear on the upper right corner to prompt them to take action.

Time Trial Results Screen

In this scene, there is a single-player results screen, showing the best time and best score in time trial mode.


Outcomes

We delivered an exciting, audience-targeted pitch that highlighted Ledge Jumper’s unique blend of precision parkour, competitive local play, and innovative controls—supported by rigorous research and iterative design. Our presentation demonstrates originality, problem-solving, and business savvy of our team.

 

Using Format