dying light 2: stay human

Techland

Role: Level Design 
Engine: C-Engine
Release: 2022
Platforms: PC | PS5 | XONE | XSX | PS4
Official site: LINK

I joined Techland in july of 2019 as a Junior Level Designer. I was assigned to a four member “City” level design team responsible for player traversal gameplay through the city.
There we were responsible for the gameplay on the rooftops, streets, interiors as well as backyards that were scattered all around the city.

Various city elements that I worked on while being member of “City” level design team:

  • “Player highways” – The most probable path taken by the player while going from location A to location B
    We wanted to make sure that when player got to the quest location the path to next destination will be most enjoyable. For that we used some heatmap data to predict few most probable paths that player will take when tasked to go to certain location. Then we made sure that there is enough fun interactions and movement combos for the player to perform
  • City alignment system – After unlocking certain areas player is able to assign section of the map to either “Survivors” faction or “Peacekeepers”. The former unlocks new movement tools like ziplines, aribags or amortizers scattered around said section of the map. I was a part of a small strike team of designers responsible for the entire City Alignment system. Placing all the new tools in the city was also my area of responsibilities.
  • Rooftop and street gameplay – I was responsible for creating a fun and fluid traversal experience on certain sections of the streets, rooftops and canals in the city
  • Air highways – Later in the development we decided to add a lot more support for paraglider. We added wind zones that pushed players in certain directions. I was responsible for managing this area of the game and “air highways” placement on the city

 

 

Later in the development our “City” LD team got restructured and I landed in a open world activities team responsible for all the open world activities that players could partake.

My main area of expertise while working in OWA team were:

  • Airdrops – Activities based around a military grade loot located on higher spots in the city with handcrafted player path
  • Parkour challanges – Arcade-like gameplay activities that revolved around running as fast as possible while collecting checkpoints on player path.
  • Combat challenges – I also created few combat challenges
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