How I designed single-screen parkour levels that are readable at a glance and quick to build.

Every level fits inside one locked camera frame. That constraint pushed the layouts vertical, made the whole route readable from the start and let me build levels fast.
I wanted the camera to stay still so each level plays out inside the frame of the screen. That added verticality to the designs and let me produce new levels quickly. It also lets players see the route to the end, giving them an advantage and making each level feel achievable.
Writing the movement in C# gave me full control over game feel. I could change Egg's speed and jump distance, playtest, and adjust the map or the player stats together, adding difficulty and easing it where needed.
Art layered in front of and behind the playable area gives each level depth without cluttering the route the player has to read.