---
key: mechanic/movement-platforming--t002
type: mechanic
id: movement-platforming--t002
lang: en
title: 3D platformers
summary: >-
  The player judges distances and heights in three-dimensional space. Camera
  framing, landmarks and jump controls help target the next foothold.
updatedAt: '2026-10-21'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t002/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t002.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t002.md
aliases:
  - 3D platforming
tags:
  - Movement and platforming
  - Mechanics and variants
sourceIds:
  - source-b8626268f7974a44
  - source-ad5935e19b434514
  - source-8b181715b5c89953
  - source-6d034345094b033d
sources:
  - id: source-b8626268f7974a44
    title: 'Godot: 2D movement overview'
    url: 'https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html'
    verifiedAt: null
  - id: source-ad5935e19b434514
    title: 'Maddy Thorson: Celeste & TowerFall Physics'
    url: >-
      https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html
    verifiedAt: null
  - id: source-8b181715b5c89953
    title: 'Godot: CharacterBody3D'
    url: 'https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html'
    verifiedAt: null
  - id: source-6d034345094b033d
    title: Rise of the Tomb Raider
    url: 'https://store.steampowered.com/app/391220/'
    verifiedAt: null
relations: []
placements:
  - catalogId: movement-platforming
    id: t002
    title: Movement and platforming
    url: 'https://gamemechanics.pro/en/mechanics/movement-platforming/#t002'
    categoryIds:
      - mechanics
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-21'
    title: 3D platforming
    description: >-
      The player judges distances and heights in three-dimensional space. Camera
      framing, landmarks and jump controls help target the next foothold.
    image:
      src: images/mechanics/tomb-raider-jump.webp
      width: 1440
      height: 810
      game: Rise of the Tomb Raider
      sourceUrl: 'https://store.steampowered.com/app/391220/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/391220/ss_749f99146e5ebad371e37d95bfab7b17847c1d81.1920x1080.jpg?t=1766187095
      credit: Crystal Dynamics / Eidos-Montréal
      rights: © 2015 Crystal Dynamics group of companies. All rights reserved.
      caption: 'Height, depth and the next foothold'
      alt: >-
        Rise of the Tomb Raider: a jump between stone platforms is framed from
        the side, showing the ruins’ depth and the drop below Lara.
      markers:
        - x: 32
          'y': 49
          label: A target platform in a 3D scene
        - x: 84
          'y': 37
          label: The character’s airborne position
    tips:
      - Check landing visibility from the gameplay camera.
      - Use shadows and scene context to support depth perception.
    examples:
      - title: Rise of the Tomb Raider
        url: 'https://store.steampowered.com/app/391220/'
endsAt: null
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/movement-platforming
---
# 3D platformers

id: movement-platforming--t002
type: mechanic
key: mechanic/movement-platforming--t002
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t002/

The player judges distances and heights in three-dimensional space. Camera framing, landmarks and jump controls help target the next foothold.

## At a glance

![Rise of the Tomb Raider: a jump between stone platforms is framed from the side, showing the ruins’ depth and the drop below Lara.](https://gamemechanics.pro/images/mechanics/tomb-raider-jump.webp)

[Rise of the Tomb Raider](https://store.steampowered.com/app/391220/) · © 2015 Crystal Dynamics group of companies. All rights reserved.

1. A target platform in a 3D scene
2. The character’s airborne position

- Check landing visibility from the gameplay camera.
- Use shadows and scene context to support depth perception.

- [Rise of the Tomb Raider](https://store.steampowered.com/app/391220/)

## How it works

The player chooses routes and landing points in three dimensions; the camera and landmarks communicate depth and movement direction.

## Variants

### Mechanic variants

<a id="t002-variants"></a>

- Camera-relative input: an input direction maps to the current viewing direction. <a id="t002-v1"></a>
- Free look: rotating the camera does not redirect an already committed jump. <a id="t002-v2"></a>
- Target lock: movement orbits a chosen object while controlling distance. <a id="t002-v3"></a>
- Ledge catch: an allowed region completes an imprecise landing onto an edge. <a id="t002-v4"></a>

## Design example

On a tower, one route is visible from above while another turns behind it; the character's shadow helps identify the landing platform.

Prototype check: Test one jump from three camera angles: players should distinguish falling short, overshooting and choosing the wrong direction.

## Context and limits

Movement connects input, trajectory and accessible space. Players assess support, speed and remaining abilities, choose an action and correct their motion through feedback. These ten directions range from flat platforming to underwater movement. A first prototype needs only a few surfaces and one distinctive rule; the camera, collisions and return of control should explain success or failure. Godot documentation provides implementation examples, while the Celeste and TowerFall author describes one approach to movement and platforms; these choices are not mandatory in every engine.

## Connected materials


## Sources and provenance

Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.

- [Godot: 2D movement overview](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html) (id: source-b8626268f7974a44)
- [Maddy Thorson: Celeste & TowerFall Physics](https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html) (id: source-ad5935e19b434514)
- [Godot: CharacterBody3D](https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html) (id: source-8b181715b5c89953)
- [Rise of the Tomb Raider](https://store.steampowered.com/app/391220/) (id: source-6d034345094b033d)

CC-BY-4.0 · gamemechanics.pro contributors
