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.