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Drowning Campus

Dying Light

Project Overview

"Drowning Campus" is a single-player mod for Dying Light in which the player, Kyle Crane, is tasked with traversing an abandoned campus to release clean water. The level is designed to recreate Dying Light's rooftop exploration and free running, by having the player go through visually unique buildings.

Engine:                            Dying Light - Dev Tools

Platform:                         PC

Development Time:      10 Weeks (120+ hours)   

Playtime:                         7 - 10 minutes

Design Goals

Parkour

Designing a straightforward experience that recreats the building traversal of an open world game

Conveyance

Creating a consistent conveyance language so that the player always knows their primary objective

Unique Locations

A level with a diverse set of locations that make the space feel an open world.

Design Goal 1 - Parkour

I aimed to recreate the rooftop traversal of Dying Light, while also making the level accessible. I did this by spacing platforms out in such a way that force the player to jump, while also giving the platform enough room in case the player overshoots the jump.

Balconies were placed for long drops to act as safety nets in case player's miss a jump. This was done to create the feeling of traversing rooftops while also giving the player leeway in case they miss the jump.

Climable objects like pipes, act as a way for the player to get up to higher areas while also being easy to use for players of all skill levels. This was added to create a different style of navigation compared to the building traversal seen throughout the level.

Water Facility Pipes.png

Design Goal 2 - Conveyance

Given that the base game is an open world adventure, an early goal was to implement conveyance so that it wouldn't distract from the level while also getting the player's attention.

The first form of conveyance was the use of tape, located on higher terrain. This was done because it stood out while also making sense for the level. In addition to informing the player of areas they needed to climb upwards in order to progress.

The second form of conveyance was the use of lights. The player won't always be looking at the primary objective so having lights that stand out grabs the player's attention as a hint towards the primary goal.

The final form of conveyance was the use of pipes in the Water facility. These act as leading lines to point the player towards the main path. Them being blue and yellow contrasting with the grey wall further draws the player due to the contrasting colors.

Design Goal 3 - Unique Locations

A goal from the beginning was to have multiple unique locations so that the player felt like they were covering a lot of ground in addition to making areas visually stand out. For this I'll be using the Hotel area as an example

For Whitebox I focused my design around getting the basic elements implemented being: enemies, placeholder geometry, the key and the locked door. Lights over the door and key served as conveyance, and the book shelves served as cover for the player.

hotel 2 Whitebox.png
hotel 1 Whitebox.png

Initial Gameplay focused heavily on adding decorations and visuals to sell the environment. I went with old style hotel to set it apart from the other interior spaces in the level along with low and circular cover to allow more movement options for the player. The aesthetics focuses heavily on furniture to show the area as a functional lobby for the greater hotel.

Hotel 1 - Initial Gameplay.png
Hotel 2 - Initial Gameplay.png

Gameplay Complete I focused on refining the existing content. Making sure the furniture was spread far enough apart, the carpets acting as leading lines to the exit, and the enemies not getting in the player's way. 

Hotel 1 - Gameplay Complete.png
Hotel 2 - Gameplay Complete.png

The Aesthetics and Launch milestones, I focused on the lighting and shadows. To make the Hotel feel old and abandoned, I used yellow lights that brightened up the level to contrast with the white aesthetics of server room before it. Heavy shadows were used on the lower floor to distinguish it from the bright upper floor.

Hotel 1 - Launch.png
Hotel 2 - Launch.png

The other areas include: the Server Room, Industrial Rooftop, Pizzeria Rooftop, and the Water Facility.

Development Process

Designing the map

One of Dying Lights primary gameplay highlights is the building to building parkour, so I set out to recreate that with my initial map layout. The initial idea was to start from a street level, have a sewer escape section, then climb on top of a series tall buildings.

The beginning steps of 1 and 2 were cut so that it created a more streamlined level that was focused entirely around the rooftop and building exploration. In addition every rooftop was raised so that the player wouldn't be able to get to the ground level, along with designing a better sense of verticality for the level.

Early on I ran into a issue with the size and spacing of all of my buildings. This resulted in me readjusting the size as the first major fix in the IG build, then I would add in more objects to give the player non-enemy obstacles to deal with, while also adjusting the platforming to create a more smooth and consistent experience.

The final building was the most iterated area of the level. This was due to the following: over abondance of enemies, platforms resulting in awkward platforming, and an ending that frustrated players. The area was expanded to spread the platforms out more, in addition to splitting the area into two sections so that the player would have to traverse the entire playable space. Which ties into the ending, as the later half of the level had more rooms added so that it would focus more on exploration. This allowed me to create a more memorable ending were the player has to get past a goon and use the balcony to escape the level.

Post Mortem

What Went Well

Adjusting Content Early

After watching playtest I realized the sewer section wasn't adding much to my level aside from a set piece so I decided to cut it. Along with changing the starting point to be the rooftop of the first building, which allowed for a better sightline towards the final goal. These changes proved better for the development process.

Implementing Conveyance

The tape and lighting conveyance was implemented after the initial Whitebox testing and proved to be very effective. The changes made focused on making the tape more natural to the level along with adjusting the placement and contrast of the lights.

What Went Wrong

Overcomplicating the Initial Design.

The original version of this level featured the player exploring an open world and using one of many paths to get to the primary objective. This design was ultimately to ambitious and had to be trimmed down to the design above.

What I Learned

Visualize the map before it is built 

It wasn't until the first playtest that I realized a lot of my initial ideas were not going to work. If I had visualized how the level was going to player before I had built it and be more objective about my initial design, I would be able to polish the level earlier.

Design with different skill levels in Mind

In the Whitebox build, many players couldn't focus on the objective because enemies were overwhelming them. I learned to test out enemies in advance before building the level, so I could see how they behave and interact within the game's logic.

Gallery

Beginning Vista Shot.png

Full Playthrough

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