Dying Light: Volatile Sewer


Engine: Dying Light Dev Tools

Platform: PC

Team Size: Individual


Quest Summary

The player has been tasked with finding a survivor stronghold deep within the sewers. To reach their objective the player must make their way through hordes of zombies at the dead of night.


Design Goals

Natural Conveyance

  • Used subtle and obvious conveyance to guide the player toward objectives within the level.

Scope

  • Strived to make a level that was within scope throughout the development cycle.

Verticality

  • Used vertiicality to vary the players movement through town.


From the beginning of the development cycle I challenged myself to stay within scope. This was incredibly important for me because I was pursuing my Master’s Degree and acting as the Lead Level Designer on a 25 person team.

Scope


Verticality


Natural Conveyance

Throughout the beginning portion of the level the player is jumping from roof top to roof top. From the begging this level was built around parkouring up then flowing back down.

In the level I used props to create ramps that subtly guide the player in the direction that I want them to.

Leading Lines

In the level I utilize framing to instill in the player where the objective is. To set these moments up I pushed the player into pinch points.

Framing


Initial Concept

Post Mortem

What Went Well

  • Conveyance

  • Scope

What Went Wrong

  • Combat throughout the level took a backseat to the parkour and overall flow through the level.

What I Learned

  • Put more effort into the places where the player is going to spend the majority of their time.


Full Gameplay Video