About The Level
"Downriver" is a standalone level for Dying Light that takes place in a fully custom world-space. The level has the player move through the sewers and canals of Old Town to reach a bandit outpost and assassinate the bandit leader. The player must use melee combat, ranged combat, and parkour to defeat zombies and armed bandits. The level is primarily based on ranged cover combat but balances the other aspects of Dying Light that make the game fun.
Design Goals
This project was all about focusing in of fundamental level design techniques and what makes Dying Light fun. In addition to layout, I also wanted to demonstrate integration between level design and combat design. To showcase these principles, my design goals for the project were Combat, Movement, and Conveyance.
Exciting Combat
The primary design goal I had for this level was combat design. Through the use of varied ranged combat, consistent cover placement, and verticality, I was able to create combat encounters that feel unique and fun. Players can utilize cover at range, rush enemies for CQB, or use parkour to flank.
Movement / Flow
I wanted to create a level that the player could flow through without frustration and enjoy traversing. Cover placement was intentional so players could flow around without being caught. Each area has multiple ways to move through it including climbing, parkour, ziplines, and simply running. Players can climb to different elevations throughout the level for combat advantages as well.
Conveyance
As the player moves through the level, I wanted them to be able to focus on combat and gameplay without wondering where to go. To accomplish this, I utilized leading lines, lighting, movement, enemy placement, and monuments to direct the player. Even without objective markers, the player should be able to easily flow through the level without getting lost.
Conveyance Examples
Maps and Planning
Overview Map
Sewer Map
Sewer Map
Sewer Map
Market Map
Postmortem
Went Well
Went Wrong
What I Learned
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Planning. I spent a lot of time in pre-production planning and iterating on my design. Because of this, I was able to begin production with a solid plan and a clear understanding of what goals I needed to accomplish.
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Adjusting Scope. While I was initially over scoped, I was able to adjust my plan and cut content quickly to produce a plan that was possible to complete within the time constraints.
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Production Schedule. I was able to keep a steady pace throughout the project without needing to crunch. Through planning and scheduling, I managed to hit all milestones on time and with successful progress.
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Tools. I had a lot of trouble with the tools early on, especially in regards to scripting. The initial progression was full of setbacks, but through collaboration and finding documentation online I was able to figure things out and get on track.
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Overscoping. This project was initially planned to be much larger. I was overscoped and had to cut out a fair ammount of planned content. Through careful pre-production planning and regular contact with my stakeholder, I got the level in scope and built something I am proud of.​
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Research. This engine is difficult to use, and it caused some setbacks early on. I learned about the value of researching tools beforehand, finding documentation and communities for support, and the importance of practice.
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Prioritization. Through this project I learned about prioritizing what works, and not dwelling on what doesn't. There were systems that were more difficult than others to refine, but I managed to focus on the most critical systems first allowing more time to refine and adjust my planning later down the road.