Parkour: How to Improve Freedom of Movement in First-Person Games in 20 Simple Steps

In this 2018 GDC session, Techland’s Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.

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  1. I liked the old parkour in the e3 version of dying light but i understand why they changed it. It wasn't as fluid and wasn't as fast paste but still it looked better

  2. They made a reporter from Polygon feel sick? Rep +1

  3. Incredible presentation, mate! Thanks a lot!

  4. The title of the video sounds like a wordplay. 🙂

  5. Sky is the limit! Amazing game, thanks for detail of development

  6. cant wait for Dying light 2 and see how they improved it even more

  7. You should get together with the Windlands people and make something insane.

  8. Great talk, some useful details and insights in there. Thanks! 🙂

  9. Make runing unlockable behind a paywall. Seems like it's a new trend to make bad games and fix them after people pay.

  10. 13:52 "The second problem was the hands; they were grabbing the wrong places."

  11. Dying Light is my favorite game for movement. All the FPS i have played after were disappointing because you can't go anywhere…

  12. Yes! I want you to bore me with algorithms!
    This talk was so amazing I could listen for days.

  13. Thank you very much, this is pure gold !!!

  14. 4:06: True meaning of open world environment? Where are those guys? Or is GDC too much publicity before release?

  15. "How to improve freedom of movement", don't vote Tory in the 2019 UK general election :p

  16. When Bartosz talks about freerunning and how Assassin's Creed was simplified, it hurts. What could have been… but Ubisoft decided that players are stupid and dropped the more advanced mechanics from Ezio trilogy, Unity and Syndicate.

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