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Level Features

  • 8-10 Minutes of Gameplay

  • Tense Parkour and Combat

  • Explosive WOW moments

  • Dark and Watery Sewers

  • Bright and Fiery High-Rises

Project Details

  • Made in Chrome Engine

  • Level Designer

  • Made for PC

  • Solo Project

  • Development Time: 250 Hours

Introduction

"Duality" is a standalone mission for Dying Light. The player must navigate through a flooded sewer and fiery high-rise buildings to retrieve supplies on a zombie-infested rooftop. Parkour from sewers to the roof as you blow away hordes of undead with explosives!

Level Layout

Building a level with two opposing themes: water sewers and burning high-rises.

Tension

Using tension and pacing to create interesting parkour and combat with zombies.

WOW Moments

Memorable cinematic sequences, zombie ambushes, and big explosions!

Toxic Sewers

Sewer Section Features

  • Toxic water for added threat for parkour.

  • Tense zombie ambush encounters.

  • Cold and dark theme.

Lighting the player's way through the dark sewer.

Fiery High-Rises

High-Rise Section Features

  • Staggering heights to parkour across.

  • Burning building sections.

  • Explosive barrels for cool WOW moments.

  • Fiery and high theme.

Guiding the player through a destroyed high-rise building.

Conveyance for parkour to reach the rooftop.

Rooftop final combat encounter space.

Gather Assets

When I first came up with the initial concept of my level, I gathered all of the relevant core modkit pieces and assets I could find. 

This helped me practice with the modkits and test out their limitations before I started initial blockout. 

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Sewer Tension Moments

ToxicPool1_Tension.gif

One of my goals for this level was to balance the parkour-platforming and moments of tension

ToxicPool2_Tension.gif

I challenged the player with toxic water that balanced slow and careful choices with fast and quick parkour moments.

High-Rise Tension Moments

In the High-Rise section, I focused on fast-moving enemies that could chase after the player. 

Falling from high up added tension for the player to perform with precision.

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Jumping from a crane and being ambushed by fiery zombies.

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A cinematic moment as the player rides the elevator up.

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Jumping from the rooftop for a climactic ending!

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Explosive zombie-killing moments!

Layout

I focused on a strong linear layout that allowed me to iterate quickly for a higher quality level.

Asset Research

Collecting assets early on while planning my LDD gave me a thorough understanding of the modkits.

Level Cohesion

Combined both a watery sewers setting and a burning high-rise location with a natural progression. 

Overscoped Initial Design

Introduced a new mechanic that over-scoped my initial design and had to adjust.

Aesthetics Sightline

For aesthetics, a lot of time was devoted to the city skyline and sightlines for the player.

Planning The Ending

The initial ending of the level was not climatic enough, requiring some small changes in production.

More Time For Aesthetics

I will plan for more time to be devoted to aesthetics for a more visually-impressive product.

Curate Sightlines For High Elevation Levels

I will take into consideration the sightlines required for making wide open areas like tall buildings.

Go Big For The Finale!

Always plan for a big finale that will leave a memorable impression on the player.

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