Game Design & level design
dying light:
“TROUBLE IN PARADISO”
DYING LIGHT DEV. TOOLS | 70 hrs | singleplayer
high-level design goal:
short, parkour gameplay with strong visuals
execution
VERTICAL PARKOUR CHALLENGES
Many of the parkour challenges emphasize verticality to encourage the use of the Tic-Tac skill.
Parkour challenges ramp-up in difficulty, eventually requiring the player to perform multiple wall-jumps in sequence.
ENEMY PLACEMENT TO ENCOURAGE PARKOUR
Ranged “Toad” enemies are placed near the level objectives to increase the challenge when parkouring.
Fodder enemies are placed all along the street level, encouraging the player to jump across the town rooftops.
gallery
postmortem
What Went Well
Use of parkour: Challenges that require parkour skills, like sliding, vaulting, and wall jumping, were implemented early and iterated throughout the project.
Aesthetics: Implementing the visual aspects of the level went smoothly after discovering an asset pack provided by previous developers.
What needs improvEMENT
Challenge progression: The latter parkour sections of the level do not have a steady increase in challenge and would benefit from being redesigned.
Level ending: The ending of the level can fall flat, as no immediate feedback is provided when the player activates all the communication relays.
Even Better If…
Understanding the tool earlier: Early iterations of the level suffered due to being unfamiliar with Dying Light Developer Tools.
Larger emphasis on narrative: If dialogue/cutscenes were implemented, players would have a better understanding of their goal.