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Dying Light - Old Town

Free

Enjoy Tactical Combat and Survival Experience With Dying Light - Old Town.

This game was designed to learn the open world level design. This project emphasize the freedom of the player, rich environmental storytelling and gameplay, and attention to environment art and visual detail.

Dying Light – Old Town introduce player to the realistic environments the size of over 16 000 quadratic meters with missions, parkour, combat, and stealth.

 This project secured the 2nd place in a Games Level Design category during GradEx23 Event

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Key Responsibilities

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Designing 2D layouts of buildings and streets

Creating plan of the environment,  based on the real locations, satelite maps and buildings blueprints, adjusted with general urban design and level design principles.

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Designing 3D shape of the environment

Creating models of buildings, paths and platforms that will be used by the player to move around the level. Defining shape of the level.

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Level building

Level creation, form blockouts, through meshing and testing to final product.

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Designing player navigation

Researching and implementation different navigation techniques that can be used effectively on the open world.

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Gameplay Implemantation

Designing enemy placement, building navigational mesh, defining loot-able object designing it's placement, quest scripting.

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Testing

Testing environment , enemy behaviour, quests and lighting.

Screenshots

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Features

Open World Navigation

This project was built to learn open world design and various navigation techniques. To ensure that world is easy to navigate and edit the world was divided into smaller districts that can be moved or changed. These sections has their own art style that represent residential, shopping and historical district. Different look is intended to help player recognise the area on the world. Additionally, level uses other navigation techniques like, land marks to indicate the direction, specific layout of buildings and roads to allow navigating player via dialog in quests, map indicators, navigation by lighting and colour.

Unlockable Safe Zones

One of the most iconic parts of the original game. Safe locations that need to be unlocked by killing enemies, securing area with gate or fixing the fuse box. Active safe zones emits UV Light visible during the night, that burn Volatile enemies. Once unlocked the safe zone stays active and gives access to the sleeping action. Quests and safe zones help to enforce player to explore locations and are an indicator of player progression.

Optimization

Managing level with so many AI actors and gameplay elements needed specific approach. To ensure the quality of gameplay world was designed not to load all the elements of the world at  the same time. Additionally, enemy spawners were only located in the key locations and places that are often visited by player. Moreover reduced number of spawners and using group AI actors instead of single AI enemies resulted with increasing quality of gameplay.

5.0 Rating

Reviews

>12000 Visitors

>2700 Subs.

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