SUPERBUBBLE PARKOUR
Team Size: 6 / Tools: Unity 6, Photoshop, Procreate / Timeline: 3 Days / Role: Game Designer & 2D Artist & Animator
Super Bubble Parkour is a short 2D platformer created for Global Game Jam 2025. The player controls a bubble that uses downward force, bounce momentum, and environmental interactions to move through platforming levels and reach the starfish goal.
OVERVIEW
This project was built by a six-person team: one programmer, one level designer, three artists, and myself as game designer, 2D artist, and animator. My role focused on supporting the movement design, improving gameplay readability, creating animations, and helping mechanics, level flow, and visual feedback within a short jam schedule.
RESPONSIBILITIES
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Gameplay design support
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Core movement and bounce-feel tuning
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Level interaction and obstacle design support
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Fan, spike, and environmental readability
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2D animation and supporting art assets
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Collaboration with programming, level design, and art
GAMEPLAY DESIGN FOCUS
The core mechanic is built around a “push” input that drives the bubble downward. When the bubble hits the ground, it rebounds upward with momentum, creating a timing-based loop of slamming, bouncing, redirecting, and avoiding hazards.
Key gameplay elements included:
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Slam and bounce movement: The player pushes the bubble downward to rebound off surfaces and continue through the level.
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Hazards: Spikes create risk and encourage players to think about timing, height, and trajectory.
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Bubble collectibles: Optional pickups give players goals beyond simply reaching the endpoint.
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Fan interactions: Fans redirect the bubble and help players reach otherwise inaccessible areas.
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Clear objectives: Each level asks the player to reach the starfish goal while navigating traversal challenges.
TEAM COLLABORATION AND CONTRIBUTIONS
Because this was a short game jam project, the team had to make quick decisions and keep the scope manageable. The programmer handled the core implementation, the level designer built the playable spaces, and the art team created most of the visual assets.
My contribution was to support the gameplay feel and readability of the project. I helped shape the bubble movement loop, supported tuning for bounce strength and environmental forces, and created most of the animations. I also contributed supporting art assets for gameplay objects such as spikes and fans, helping communicate danger, movement direction, and interactivity during play.
DESIGN TAKEAWAYS
This project reinforced how much small tuning changes can affect movement feel. Adjustments to slam force, bounce strength, fan push, and obstacle placement could significantly change whether the game felt readable or frustrating.
It also gave me more experience working in a fast team environment. With only three days, the most important design skill was not adding complexity. It was helping the team make quick decisions, communicate mechanics clearly, and finish a playable build with a focused scope.
RESULT
The team completed a playable 2D platformer within the game jam deadline. While small in scope, Super Bubble Parkour demonstrates my ability to contribute to a team project through gameplay design support, animation, visual communication, and rapid iteration.