People behind Barkour
Barkour is a game built with care, creativity, and a lot of personality. To give you a closer look at how it came to life, we spoke with some of the key members of the team. From the technical challenges of crafting smooth systems to the visual and artistic touches that make each location feel alive, our developers share their insights, inspirations, and the moments that made them step back and say, “Wow, this is really something.”
In this interview, you’ll hear from Felix Art designer, Artur from Tech Lead, and Patryk as Game Director, as they discuss the art, systems, and overall vision behind Barkour.

Do you have anything in the game that you create a bit “for yourself,” even if players might not consciously notice it?
There are many such places throughout the game - little details that every member of the 3D team adds as subtle touches. These might be things that seem unnoticeable at first glance, but from our side they often require a lot of time and numerous brainstorming sessions. Details like these come together to form a cohesive whole, which isn’t easy to achieve in a game of this scale.

Does Barkour’s style reflect something personal about you - your taste, humor, or overall vibe?
Barkour carries a lot of the spirit of the games we grew up with - from Prince of Persia to Ratchet & Clank and Rayman. It doesn’t take itself too seriously, and you can replay it multiple times and still have a great time.
Is there a visual element in Barkour that sometimes makes you look at the screen and think, “Damn, that’s great”?
A real breakthrough for us was the introduction of layered materials. It completely changed how the architecture and larger map elements were perceived. Suddenly, everything felt more alive and diverse. Ordinary walls started to look like they had a story - like structures that had been standing there for years. Another important aspect was refining the lighting so that the overall vibe of the game leaned more toward a fairy-tale atmosphere rather than realistic lighting. We also emphasized this by balancing the color differences between the various map elements (small props, architecture, organic objects) to achieve a more cohesive palette, without extreme contrasts that would break the mood. These changes came from the challenges we faced on each map - from the scale of the locations to the number of unique props required for each one.

Is there an asset you didn’t personally work on but were really impressed by?
There’s an enormous number of such assets! We have a very talented team that creates incredible models. It’s hard to single out which ones are the most beautiful, and I don’t want to reveal too much. But I’m confident that players will have plenty to admire — we have highly diverse locations and characters (and bosses). In Barkour, there’s something for everyone: from underground arenas to roller coasters around a volcano, castles, and haunted houses. The 3D team works tirelessly to make sure players feel blown away while playing Barkour.

Was there anything technical that turned out to be absurdly difficult… even though on paper it looked trivial?
The first thing that comes to mind is the save system. On its own, it might not be “absurdly difficult,” and it’s not particularly large either. The complexity comes from handling large amounts of data that need to be saved and then loaded back in the correct order. Every dependency between systems has to be taken into account, because even a small inconsistency can lead to bugs that are difficult to track down.

Which problem pulled you in the most - the kind you kept thinking about in the shower?
Breaking the project down into subsystems, structuring them properly, and then implementing them. It was one of many challenges that required some “shower time.” In fact, writing the code itself often takes less time than deciding how something should be designed so that six months later you don’t have to rebuild everything from scratch.
Why was it worth going through all that trouble instead of taking shortcuts?
Because it gives us much more flexibility in managing our systems. We can focus on developing the project instead of constantly patching temporary solutions. In the long run, this approach saves time and helps us avoid technical debt.

What’s technically impressive in Barkour that players might not even notice or consciously appreciate?
It’s hard to point to just one thing. I think there’s enough of it that every player will find something that catches their attention. Often it’s the invisible elements - stability, smooth performance, and system consistency - that make the game feel like it simply works, even if players don’t actively think about it.

When you talk to someone about Barkour, what excites you the most - the mechanics, the emotions, or the players’ reactions?
During various playtests, demos, and expos where we showcased Barkour, what excited me the most were players’ reactions to the idea of playing as a rather unusual character - a Canine Agent. It often led to brainstorming sessions about mechanics and the kinds of things dogs can actually do. Those conversations help us better understand what our game should truly be.

Is there something in this game you’ve wanted to do for a long time, but only now managed to achieve?
I believe so. Throughout my experience in game development, I’ve always wanted to create a title that tries to be simply what it should be - a game. Without unnecessary overcomplication and without pretending to be something it’s not. A game focused on pure gameplay enjoyment.
Is Barkour more “a game you wanted to play yourself,” or “a game you want to give to others”?
Personally, I believe you have to like the game you’re making - it should be something you’d want to play yourself. It doesn’t have to be a “dream game” or an opus magnum, but at our core, we’re still players. We understand why we love games, and we want to pour that love into Barkour. At the same time, we want to share this game with everyone who remembers that games are meant to be fun.

What’s the one thought you’d like players to have after putting the controller down?
I’d like them to think that they had a good time, and that the time they spent playing our game was meaningful to them. Even if it was just a short moment in their day, I hope it left them with a positive feeling.
https://store.steampowered.com/app/1920290/Barkour/
Please note that all visuals shown here come from early development or concept stages. Barkour is still evolving, and the current build may look different.
Thanks for reading and hanging out with us. We’re really glad you’re here.
If you like what you see and haven’t done it yet — don’t forget to add Barkour to your wishlist and hit follow so you don’t miss the next updates.
See you in the next devlog, Agents

In this interview, you’ll hear from Felix Art designer, Artur from Tech Lead, and Patryk as Game Director, as they discuss the art, systems, and overall vision behind Barkour.

Do you have anything in the game that you create a bit “for yourself,” even if players might not consciously notice it?
There are many such places throughout the game - little details that every member of the 3D team adds as subtle touches. These might be things that seem unnoticeable at first glance, but from our side they often require a lot of time and numerous brainstorming sessions. Details like these come together to form a cohesive whole, which isn’t easy to achieve in a game of this scale.

Does Barkour’s style reflect something personal about you - your taste, humor, or overall vibe?
Barkour carries a lot of the spirit of the games we grew up with - from Prince of Persia to Ratchet & Clank and Rayman. It doesn’t take itself too seriously, and you can replay it multiple times and still have a great time.
Is there a visual element in Barkour that sometimes makes you look at the screen and think, “Damn, that’s great”?
A real breakthrough for us was the introduction of layered materials. It completely changed how the architecture and larger map elements were perceived. Suddenly, everything felt more alive and diverse. Ordinary walls started to look like they had a story - like structures that had been standing there for years. Another important aspect was refining the lighting so that the overall vibe of the game leaned more toward a fairy-tale atmosphere rather than realistic lighting. We also emphasized this by balancing the color differences between the various map elements (small props, architecture, organic objects) to achieve a more cohesive palette, without extreme contrasts that would break the mood. These changes came from the challenges we faced on each map - from the scale of the locations to the number of unique props required for each one.

Is there an asset you didn’t personally work on but were really impressed by?
There’s an enormous number of such assets! We have a very talented team that creates incredible models. It’s hard to single out which ones are the most beautiful, and I don’t want to reveal too much. But I’m confident that players will have plenty to admire — we have highly diverse locations and characters (and bosses). In Barkour, there’s something for everyone: from underground arenas to roller coasters around a volcano, castles, and haunted houses. The 3D team works tirelessly to make sure players feel blown away while playing Barkour.

Was there anything technical that turned out to be absurdly difficult… even though on paper it looked trivial?
The first thing that comes to mind is the save system. On its own, it might not be “absurdly difficult,” and it’s not particularly large either. The complexity comes from handling large amounts of data that need to be saved and then loaded back in the correct order. Every dependency between systems has to be taken into account, because even a small inconsistency can lead to bugs that are difficult to track down.

Which problem pulled you in the most - the kind you kept thinking about in the shower?
Breaking the project down into subsystems, structuring them properly, and then implementing them. It was one of many challenges that required some “shower time.” In fact, writing the code itself often takes less time than deciding how something should be designed so that six months later you don’t have to rebuild everything from scratch.
Why was it worth going through all that trouble instead of taking shortcuts?
Because it gives us much more flexibility in managing our systems. We can focus on developing the project instead of constantly patching temporary solutions. In the long run, this approach saves time and helps us avoid technical debt.

What’s technically impressive in Barkour that players might not even notice or consciously appreciate?
It’s hard to point to just one thing. I think there’s enough of it that every player will find something that catches their attention. Often it’s the invisible elements - stability, smooth performance, and system consistency - that make the game feel like it simply works, even if players don’t actively think about it.

When you talk to someone about Barkour, what excites you the most - the mechanics, the emotions, or the players’ reactions?
During various playtests, demos, and expos where we showcased Barkour, what excited me the most were players’ reactions to the idea of playing as a rather unusual character - a Canine Agent. It often led to brainstorming sessions about mechanics and the kinds of things dogs can actually do. Those conversations help us better understand what our game should truly be.

Is there something in this game you’ve wanted to do for a long time, but only now managed to achieve?
I believe so. Throughout my experience in game development, I’ve always wanted to create a title that tries to be simply what it should be - a game. Without unnecessary overcomplication and without pretending to be something it’s not. A game focused on pure gameplay enjoyment.
Is Barkour more “a game you wanted to play yourself,” or “a game you want to give to others”?
Personally, I believe you have to like the game you’re making - it should be something you’d want to play yourself. It doesn’t have to be a “dream game” or an opus magnum, but at our core, we’re still players. We understand why we love games, and we want to pour that love into Barkour. At the same time, we want to share this game with everyone who remembers that games are meant to be fun.

What’s the one thought you’d like players to have after putting the controller down?
I’d like them to think that they had a good time, and that the time they spent playing our game was meaningful to them. Even if it was just a short moment in their day, I hope it left them with a positive feeling.
https://store.steampowered.com/app/1920290/Barkour/
Please note that all visuals shown here come from early development or concept stages. Barkour is still evolving, and the current build may look different.
Thanks for reading and hanging out with us. We’re really glad you’re here.
If you like what you see and haven’t done it yet — don’t forget to add Barkour to your wishlist and hit follow so you don’t miss the next updates.
See you in the next devlog, Agents
