We gathered a lot of valuable feedback at GDC, and one recurring theme was that players are looking for more variety in modules. Some players have already outgrown the current static platforms, so we’ve been experimenting with a new feature: mobile platforms.
During the weekly meeting with Luxodd, we established our collaboration model and defined the final milestone.
We’ll have the weekly meeting on Thursday. And here’s the plan:
Archigram generates complete parkour levels in Houdini at different difficulty settings. These get exported as Unity prefabs and stored in a library. At runtime, Luxodd’s system watches how the player is performing and picks the right prefab to serve — easy, medium, or hard — without any Houdini dependency while the game is running. The first build is intentionally simple: get one level from Houdini into Unity and make sure it works. From there, we layer in difficulty variants, then the character controller, then the adaptive difficulty logic. Six weeks total.
Here are the milestones for the rest of the semester:
• M1 – April 9: First complete level baked and imported into Unity
• M2 – April 23: Three difficulty variants + character controller
• M3 – May 7: Adaptive difficulty live, working prototype
We also shared the current movement designs and parameters with them:


