Dying Light: Volatile Sewer

Engine: Dying Light Dev Tools

Platform: PC

Team Size: Individual

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

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

Natural Conveyance

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

Scope

  • Used vertiicality to vary the players movement through town.

Verticality

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

Design Goals

Initial Concept

Post Mortem

What Went Well

  • Conveyance

  • Scope

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

What Went Wrong

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

What I Learned

Full Gameplay Video