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LAST RESORT

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PROJECT OVERVIEW

Genre:

First-Person
Action Adventure

Platform:

PC/Console

Level Editor:

Dying Light Developer Tools

Duration:

32 days

Team Size:

Last Resort is a custom level for the game Dying Light. The level is in search for the partner of Nathalie, a friend of Crane(player) who is the main character.

A brief narrative to this mission is that Crane has been called to a town by Nathalie who lost her partner in the search of antazins in a lab in the sewers. The town is swarming with zombies and it is up to Crane to help Nathalie find her partner deep in the sewers.



 

Solo

LEVEL FLOW

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START

QUEST GIVER

PUZZLE

TRAVERSAL/COMBAT

PLATFORMING

MINI-BOSS FIGHT

QUEST ITEM COLLECTED

CHASE SEQUENCE

INTENSITY CHART

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GAMEPLAY

TRAVERSAL/PLATFORMING

The player will be moving around the level by parkouring and platforming to reach objectives. The player can do advanced parkouring to get into specific places for rewards.
 

PUZZLE

The player will have to solve certain puzzles like Fixing Cables and Interacting with Levers or Buttons to progress through the blockers.

The Fixing Cable puzzle increases in difficulty, as the first section is in an Enclosed Space where the player is safe.

The 2nd section of the Puzzle is in an Open Space where zombies are present and the player has to use the firecrackers to distract zombies from the player getting killed.

MINI-BOSS FIGHT

As the player progresses through the mission, the player will face a challenging boss to overcome. The player can use the Combat Space to move around and counter the Boss attacks.

 

CHASE SEQUENCE

The player will have to escape the deepest sewers from the most aggressive Volatiles in the game. They will have to use the Parkouring and Platforming to maneuver the Volatiles from getting to them.

 

LEVEL DESIGN TECHNIQUES

FRAMING THE OBJECTIVE

The objectives are shown importance by framing them using the environments to the player. This helps in guiding the player to move around the world.
 

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LIGHTING

Usage of different lights helps in guiding and setting the mood of the scene. I have used Yellow lights mainly to guide the player through the level. I have also used Red lights to portray danger and flickering lights to guide the player.

 

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TEASING REWARDS

Rewards are teased to the player to encourage exploration.

 

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ENVIRONMENT STORYTELLING

Props are placed in a such way that the world tells a story to the player when they explore. These micro story telling moments give more life to the world.

 

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LEVEL DESIGN PROCESS

REFERENCES

Gathering references is one of the first steps I take to get inspiration for Locations where the gameplay could take place. Sometimes might also help in getting new ideas for the level I had planned.

 

ROUGH LAYOUT

I always like to do a quick layout using pen and paper to brainstorm layout ideas. I don't spend a lot of time on this step.
 

EDITOR

Once everything is planned out, I jump into editor to see if the planned level is possible by doing a quick blockout and then playtesting as soon as possible to avoid any issues later on.

 

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SCRIPTING

Before getting into creating the level in detail in the editor, I scripted the whole quest to see what was possible in the editor and whether it could support the quest I wanted to create.

Scripting was initially a bit challenging since there were not a lot of tutorials available but I still managed to script everything from Puzzles, Chase Sequence, Dialogs, Checkpoints, Quest Objective, etc.

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A Code Snippet of the Initial part of the quest mainly focusing on Initialization and some puzzle setup.

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A Code Snippet of the Final Chase Sequence

THOUGHTS ON THE PROJECT

-Initially, I had not planned to have a Chase Sequence at the end of the level but pivoting from my initial idea of having a Big Boss Fight to a Chase Sequence inspired from the Original game was a good idea.

- I feel like I could have done more set dressing in the world to sell the world to the player.

- I think the lighting could have gotten a bit more polished throughout the level.


Overall I am quite happy with this project and seeing the reviews of people in the steam workshop is a good feeling for me.

WALKTHROUGH

GALLERY

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