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Skeleton Parkour
IDEEA Team
Skeleton Parkour is a 2D platformer game were you take control of a skeleton and run through a series of levels, avoiding obstacles and enemies to escape before a time ghost catches you and ends your undeath.
Skeleton Parkour is a 2D platformer game were you take control of a skeleton and run through a series of levels, avoiding obstacles and enemies to escape before a time ghost catches you and ends your undeath.
Skeleton Parkour is a 2D platformer game were you take control of a skeleton and run through a series of levels, avoiding obstacles and enemies to escape before a time ghost catches you and ends your undeath.
In-Game Screenshots
Stage I-III - Skeleton Parkour
Stage I-III - Skeleton Parkour
Stage I-III - Skeleton Parkour
Stage I-III - Skeleton Parkour
Stage II-III - Skeleton Parkour
Stage II-III - Skeleton Parkour
Stage II-III - Skeleton Parkour
Title Screen - Skeleton Parkour
Title Screen - Skeleton Parkour
Title Screen - Skeleton Parkour
About IDEEA
Interactive Design for Education Entertainment and Art
Interactive Design for Education Entertainment and Art
Interactive Design for Education Entertainment and Art
The purpose of IDEEA is to help transform education and foster community and industry engagement by bridging gaps between innovative design, development, teaching and application of interactive media technologies and games in an entrepreneurial setting, IDEEA engages students in interdisciplinary group projects with a public deliverable. This project takes place over the course of 10 weeks.
The purpose of IDEEA is to help transform education and foster community and industry engagement by bridging gaps between innovative design, development, teaching and application of interactive media technologies and games in an entrepreneurial setting, IDEEA engages students in interdisciplinary group projects with a public deliverable. This project takes place over the course of 10 weeks.
The purpose of IDEEA is to help transform education and foster community and industry engagement by bridging gaps between innovative design, development, teaching and application of interactive media technologies and games in an entrepreneurial setting, IDEEA engages students in interdisciplinary group projects with a public deliverable. This project takes place over the course of 10 weeks.
Overview
In this project, I worked with a team of 6 total students to design and build a game called Skeleton Parkour. Skeleton Parkour is a platformer style game where the player controls a skeleton and must complete levels by avoiding enemies and obstacles. We also drew our inspiration for this game based on the game N, an existing platformer game, but we threw in our own tweaks to make Skeleton Parkour unique.
In this project, I worked with a team of 6 total students to design and build a game called Skeleton Parkour. Skeleton Parkour is a platformer style game where the player controls a skeleton and must complete levels by avoiding enemies and obstacles. We also drew our inspiration for this game based on the game N, an existing platformer game, but we threw in our own tweaks to make Skeleton Parkour unique.
In this project, I worked with a team of 6 total students to design and build a game called Skeleton Parkour. Skeleton Parkour is a platformer style game where the player controls a skeleton and must complete levels by avoiding enemies and obstacles. We also drew our inspiration for this game based on the game N, an existing platformer game, but we threw in our own tweaks to make Skeleton Parkour unique.
My Roles
1. UI Designer
- Created wireframes and final iterations for all the interfaces for the
titles screen, how to play menu, settings, and level select
2. Game Designer
- Created concepts for enemies in the game
- Designed visuals for enemy sprites
- Animated enemies
1. UI Designer
- Created wireframes and final iterations for all the interfaces for the
titles screen, how to play menu, settings, and level select
2. Game Designer
- Created concepts for enemies in the game
- Designed visuals for enemy sprites
- Animated enemies
1. UI Designer
- Created wireframes and final iterations for all the interfaces for the
titles screen, how to play menu, settings, and level select
2. Game Designer
- Created concepts for enemies in the game
- Designed visuals for enemy sprites
- Animated enemies
UI
I was responsible for designing the UI for the game. I wanted to create a design that was simple enough that users who were not familiar with games would be able to navigate. I chose to use a traditional approach that in which users who were familiar with games would be able to recognize everything on the UI instantly and new players would be able to figure out how to navigate quickly.
I was responsible for designing the UI for the game. I wanted to create a design that was simple enough that users who were not familiar with games would be able to navigate. I chose to use a traditional approach that in which users who were familiar with games would be able to recognize everything on the UI instantly and new players would be able to figure out how to navigate quickly.
I was responsible for designing the UI for the game. I wanted to create a design that was simple enough that users who were not familiar with games would be able to navigate. I chose to use a traditional approach that in which users who were familiar with games would be able to recognize everything on the UI instantly and new players would be able to figure out how to navigate quickly.
Wireframes
This wireframe is based heavily on the UI of N. I used similar buttons with a slightly altered structure. The page on the right is a settings menu where players can bind keys to their preferences. The page in the center is a page giving instructions on how to play the game. And the page on the left is a level select menu for players to select which level they want to play. These wireframes were built in Figma.
This wireframe is based heavily on the UI of N. I used similar buttons with a slightly altered structure. The page on the right is a settings menu where players can bind keys to their preferences. The page in the center is a page giving instructions on how to play the game. And the page on the left is a level select menu for players to select which level they want to play. These wireframes were built in Figma.
This wireframe is based heavily on the UI of N. I used similar buttons with a slightly altered structure. The page on the right is a settings menu where players can bind keys to their preferences. The page in the center is a page giving instructions on how to play the game. And the page on the left is a level select menu for players to select which level they want to play. These wireframes were built in Figma.
Settings, How to play menu, and Level Select Wireframes - Skeleton Parkour
Settings, How to play menu, and Level Select Wireframes - Skeleton Parkour
Settings, How to play menu, and Level Select Wireframes - Skeleton Parkour
Low Fi Prototype
I used my wireframes to create a low-fidelity prototype. This prototype uses similar designs to the wireframes but I added more labels to show where everything is. The structure in this prototype is more defined and shows how the site will be navigable. This low-fidelity prototype was built in Figma.
I used my wireframes to create a low-fidelity prototype. This prototype uses similar designs to the wireframes but I added more labels to show where everything is. The structure in this prototype is more defined and shows how the site will be navigable. This low-fidelity prototype was built in Figma.
I used my wireframes to create a low-fidelity prototype. This prototype uses similar designs to the wireframes but I added more labels to show where everything is. The structure in this prototype is more defined and shows how the site will be navigable. This low-fidelity prototype was built in Figma.
Lo Fi Prototype Screens - Skeleton Parkour
Lo Fi Prototype Screens - Skeleton Parkour
Lo Fi Prototype Screens - Skeleton Parkour
Hi Fi Prototype
I polished up the formatting of the low-fidelity prototype and added a custom background. I also used a font that would more fit the theme of our game. This high-fidelity prototype was created in Figma.
I polished up the formatting of the low-fidelity prototype and added a custom background. I also used a font that would more fit the theme of our game. This high-fidelity prototype was created in Figma.
I polished up the formatting of the low-fidelity prototype and added a custom background. I also used a font that would more fit the theme of our game. This high-fidelity prototype was created in Figma.
Hi Fi Prototype Screens - Skeleton Parkour
Hi Fi Prototype Screens - Skeleton Parkour
Hi Fi Prototype Screens - Skeleton Parkour
Final UI Design
Title Screen - Skeleton Parkour
Title Screen - Skeleton Parkour
Title Screen - Skeleton Parkour
How to play menu - Skeleton Parkour
How to play menu - Skeleton Parkour
How to play menu - Skeleton Parkour
Level Select - Skeleton Parkour
Level Select - Skeleton Parkour
Level Select - Skeleton Parkour
Game Art
I was also responsible for creating the sprites for some of the enemies/obstacles that the player encounters in the game. I created illustrations in photoshop with different frames for a moving animation.
I was also responsible for creating the sprites for some of the enemies/obstacles that the player encounters in the game. I created illustrations in photoshop with different frames for a moving animation.
I was also responsible for creating the sprites for some of the enemies/obstacles that the player encounters in the game. I created illustrations in photoshop with different frames for a moving animation.
Pumpkin Bomb - Skeleton Parkour
Pumpkin Bomb - Skeleton Parkour
Ghost- Skeleton Parkour
Ghost- Skeleton Parkour
Bats- Skeleton Parkour
Bats- Skeleton Parkour
Cauldron Bomb - Skeleton Parkour
Cauldron Bomb - Skeleton Parkour
Spider Sentry - Skeleton Parkour
Spider Sentry - Skeleton Parkour
Falling Tombstone - Skeleton Parkour
Falling Tombstone - Skeleton Parkour
Falling Tombstone - Skeleton Parkour
Animations
Reflection
I think that this project was fairly successful. The design of this game was quite simple which made it easy for us to build the game, even though our team was small.
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