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Piyush Singh - Game Designer
  • Home
  • Level Design Projects
    • Reach Me
    • Last Exit
    • No Way Back
    • End of Command
  • Cinematics Projects
    • BOSS FIGHT
    • SUBWAY TRAIN
    • Environment Cinematics
  • Famous Game Breakdowns
    • RED DEAD REDEMPTION 2
    • BLACK MYTH : WUKONG
    • CYBERPUNK 2077
Piyush Singh - Game Designer
  • Home
  • Level Design Projects
    • Reach Me
    • Last Exit
    • No Way Back
    • End of Command
  • Cinematics Projects
    • BOSS FIGHT
    • SUBWAY TRAIN
    • Environment Cinematics
  • Famous Game Breakdowns
    • RED DEAD REDEMPTION 2
    • BLACK MYTH : WUKONG
    • CYBERPUNK 2077
  • More
    • Home
    • Level Design Projects
      • Reach Me
      • Last Exit
      • No Way Back
      • End of Command
    • Cinematics Projects
      • BOSS FIGHT
      • SUBWAY TRAIN
      • Environment Cinematics
    • Famous Game Breakdowns
      • RED DEAD REDEMPTION 2
      • BLACK MYTH : WUKONG
      • CYBERPUNK 2077
  • A long jump to give player some jaw dropping moment 

Reach Me

Reach Me is a parkour-focused level designed around player movement, momentum control, and spatial decision-making.


The objective is simple: reach the target character by navigating layered traversal challenges.

Also there was use of unreal engine game animation .


🧠 Design Intent

Teach the player movement through level design (no UI/tutorials)

Create momentum-based jumps that test timing and understanding

Use distance illusion (near vs far platforms) to challenge perception

Encourage retry → learn → succeed loop

  • the green box above is the block path which is going to be in game 



🧩 Core Gameplay

Jumping across varied platform distances

Climbing vertical structures

Using height and angles to control momentum

Reading the space to choose the correct path


🎯 Player Experience Goals

Initial curiosity → small success

Confusion → adaptation

Challenge → mastery satisfaction

⚙️ What I Focused On

Player flow and readability

Movement-based challenge design

Spatial pacing (easy → hard progression)

Minimalistic greybox clarity

  • that is  player friend he has to reach him

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