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Teddy Did It: A Story-Driven 3D Parkour Game Teaching Accountability and Friendship

  • 作家相片: Wenxi Zhu
    Wenxi Zhu
  • 11月17日
  • 讀畢需時 2 分鐘

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Teddy Did It

A Story Driven 3D Parkour Game Teaching Accountability and Friendship

Teddy Did It is a 3D parkour and adventure game developed in Unity, designed for younger children as an educational and imaginative experience. The narrative centers on Timmy, a child who makes a mess of his room and blames it on his beloved toy, Teddy. As a result, Teddy is thrust into a whimsical world shaped by Timmy’s fears — especially the terrifying Broccoli King. The player controls Teddy through obstacle-based challenges, building motor skills, quick reaction capability, and emotional understanding.

The game aims to teach players that running away from problems doesn’t make them disappear — honesty, accountability, and friendship do. The combination of a relatable storyline, colorful graphics, and accessible mechanics ensures a learning experience that remains fun and playful rather than didactic.

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Favorite Scene!!!!

Role:

This was a group project completed over approximately three months. I contributed as an  level designer, support coder, camera movement designer, and partial graphic designer.. My contributions focused heavily on spatial gameplay layouts, visual cohesion, and technical support for smooth camera transitions that help guide young players through levels without frustration.


Challenge and Goal:

One of the main challenges involved designing level geometry that was fun to traverse but not overwhelming for children who may be new to 3D controls. Platform spacing, speed adjustments, jump forgiveness, and camera angle clarity all required numerous revisions. If the camera was angled too sharply, young players struggled with movement; if too loose, navigation became confusing.

Additionally, coordinating team responsibilities was initially difficult because of varying schedules. Clear documentation, version control discipline, and regular check-ins became essential to keeping the project functioning and preventing overwritten scenes or broken mechanics.

Through this, I improved my understanding of Unity’s camera system, player-controller logic, and collaborative workflow using Git-based file management.

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Main Menu

Ideation:

The concept started with a question: How can we teach kids responsibility through play? From that, a straightforward design philosophy formed: a familiar character (a teddy bear) who represents imagination and comfort; a relatable conflict drawn from everyday childhood situations (cleaning rooms, taking responsibility); a silly villain that exaggerates a common child fear (Broccoli King — vegetables as a “monster”); a parkour mechanic that supports reaction-time learning and exploration. The visual aesthetic stayed intentionally cute and colorful — not intimidating — with bold silhouettes to maintain clarity on small screens. Level elements were iterated through grey-box testing before final models were introduced. Movement mechanics were tuned so that successfully reaching platforms feels rewarding rather than punishing. Team members divided tasks into level design, UI, narrative integration, and gameplay scripting, meeting periodically to merge assets and ensure a consistent tone.

Turned out:

The finished game achieved all key design goals:

  • Fully playable 3D parkour experience

  • Cute and cohesive visuals with polished environment styling

  • Emotional narrative that reinforces the message of owning one’s mistakes

  • Smooth camera transitions supporting friendly gameplay for younger audiences

  • Stability across builds with no major bugs reported

We also built a playable release page with a demonstration video so players and instructors could easily access the game. Despite coordination difficulties, the team delivered on time and with a strong final level of polish.

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