ENGINE: Dying Light developer’s tools
game: Dying light
Explosive Getaway
Quest DETAILS
Software: Dying Light Developer’s Tools, Dying Light
Development Time: 80 Hours
Average Playtime: 15 minutes
Design Focus: Non-Linear Quest Design, Vertical Space in Traversal
Quest sUMMARY
Explosive Getaway is a single-player Dying Light level in which the player is sent to a remote abandoned island and must collect and set explosive primers across the island, before getting them ready to set off and escaping the island themselves. The level focuses on non-linear quest design and using verticality in traversal.
Design Goals
Non-linear quest design
Create a quest structure where the player is tasked with multiple objective points they must reach, but allow the player to reach them in any order they want.
Verticality in open world traversal
Utilize height in designing an open area on the level so that the player is encouraged to use verticality while traversing the level.
Non-linear quest design
In this level, I implemented a quest structure where the player is able to tackle multiple objectives at one time and tackle them in any order they like.
Verticality in open world traversal
In this level, I designed the layout to encourage players to utilize verticality by always having multiple paths from the ground floor up to the building rooftops.
GALLERY

