The Triskelion Mission
Editor: Dying Light Developer Tools
Process: Iterative Agile Spiral with Milestones
Tools: Adobe Illustrator for Maps, Microsoft Word for Level Design Document and ReadMe Documentation.
Design Goals:
Create a Parkour Challenge Map
Give the Player a Sense of Urgency to Move Through the Space
Simple Narrative Regarding Establishing Save Zones for Survivors Before Volatiles Show
Strategically Place Volatiles to Urge Player Progression and Provide Tension
Give the Player Goals as They Move Through the Space
Place Breaker Boxes in Each Critical Area
Use Breaker Boxes as Triggers to Establish Safe Zones and Enable Lighting for the Path Ahead
Kill the Goon and Volatile on the Roof as an Optional Objective
Project Summary

Pre-Production and Level Design Document
I began the design of the level by making map diagrams, drawing how the level would flow, where combat sequences would be, and plan out the parkour sections on the exterior of the buildings.
I often start by making rough sketches of my levels, then cleaning them up in Illustrator for my LDDs.
My development schedule was broken down into 6 milestones with deadlines.




During Whitebox I built out the buildings I had drawn up in my sketchbook. Added rudimentary combat and did a first pass at the parkour sections.
I initially tried to use the timer mechanic, but it didn’t play well with the respawn system. So, I scrapped it for encouraging the player to move in other ways in later milestones.
Whitebox

From Paper to Engine

Opening Shot

Guiding Lines for the Player

Early on I knew I wanted it to be an apartment complex with a laundry room. Not sure why.

Trigger Happy

First Parkour Area

First Zipline

Second Parkour Area

Traversing the Cranes...as Crane...

Gotta get past the Goon to get to the breaker box!

One Last Climb

One Last Jump
For Initial Gameplay I wanted to ensure that I built out the core gameplay and made it feel better to play.
I got rid of the timer mechanic in favor of having the level start near night, and spawning volatiles to encourage the player to move to avoid them.
I also iterated on the parkour section by adding some tik-tak (wall jumping) sections to break up the monotony of jumping up and down the different platforms on the way to the zipline at the first building, then I streamlined the path to the crane on the second building, and added climbable cables onto the crane. Instead of having the player platform the entire way up.
Initial Gameplay

Iteration on the overall area.

Starting closer to night time to allow the player time to progress before volatiles show up.

More conveyance encouraging movement through the space.


Iteration of the first parkour section.

Conveyance light on the zipline

Moved the zipline to where the player flies into the window.

Added more combat.

Iteration of second parkour area. It's kinda dark. I should do something about that.

Crossing the cranes.

Aerial view of the top of the third building.

It's a bit harder to see this Goon now, but the challenge is a little fun.

Clearly marking the breaker boxes to ensure the player uses them.

Iteration of the final crane.

Iteration of the final jump.
This milestone focused on ensuring the gameplay was complete even if the level wasn’t aesthetically polished.
I decided to turn both of the apartment floors into safe zones once the player flips the breaker. This gave the player some space to catch their breath, ease the tension of being chased by volatiles, and a chance to gather supplies from the nearby apartments before proceeding.
This was also when I added exterior lights that turn on upon activating the breaker boxes. The breaker for each of the first two buildings turns on a corresponding set of lights that help light the parkour sections.
I also iterated further on conveyance to the breaker boxes by adding blood trails leading to the area. As well as generators that make a sound the player can hear to guide them, which turns off upon activating each breaker.
I made a first pass at aesthetics during this milestone to
Gameplay Complete

Aerial view showing the overall iteration of the exterior space.

Redesigned initial parkour section into the first apartment area. Jade now adds some context to our mission.

I implemented moodier lighting for before the breaker is activated, and moved the breaker back into the laundry room.

Blood streaks to the laundry room with light coming from under the door.

Breaker box with corresponding generator.

Framing the exit to the next parkour section.

Updated parkour section outside of the first building.

Breaking up the way the player traverses the path.

After ziplining in, the player can clearly see the light from the hall guiding them forward.

Generator area with some zombies to mow down.

Safe zone activated. Time to wash some clothes.

Updated parkour area outside of the second building.

Climbable cables on the first crane.

Traversing the cranes with eyes on the next goal.

Aerial view of the rooftop with upgraded lighting.

The rooftop volatile was proving to be difficult to get past. Even with that awesome katana.

Upgraded lighting on the final breaker box.

Iteration of the final jump with the final breaker inside the power station seen below.
This milestone was a pretty big overhaul of the visuals of the interiors. I began adding more distinct features to each room like bedding, furniture, TVs, and cooking areas. I added much needed decoration to the exterior area as well. I even decided to make a bit of an Easter egg in one of the rooms. Let’s just say there should be cheese for everyone!
Other than the given aesthetic pass, I also iterated further on the overall flow of the level. I ensured the breaker boxes were setting the player up to move in the direction of their next objective, put the volatiles on trigger boxes to ensure the player had a fighting chance, added further conveyance to the parkour sections using decals and adding fill lights, and fine tuned the parkour sections to help the tik-taks and climbs feel more smooth.
Aesthetics

One more update from the view that reminds me of my sketches.

Iterated exterior lighting to ensure the player can see the path in the dark using fill lights.

Exterior decorations.

Added enemies to the path to diversify gameplay.


The breaker box in frame with the framing that guides the player.

IT'S THRILLERRR!


Updated exterior decoration.

More exterior decoration.

Updated tik-tak area with conveyance arrow and better lighting.

Walk the plank on the way to the next wall jump.

Sliding on down into the next apartment building!

Guiding lights and blood trails.

More bloody guidance.

Right up to the generator.

Showing the breaker box location framing the path forward, and highlighting the zombies reeling in the safe zone.

When you gotta go...

Added kitchenette areas.

Living room furniture used as guiding lines.

Iteration of the second parkour section showcasing the double tik-tak.

Added conveyance lighting to the crane cables.

Added conveyance lighting encouraging the player to climb up the crane, and showing the path forward.

Climbing up the crane cables.

Aerial view of the rooftop with further improved lighting.

Crashed helicopter.

New, clearer conveyance for the final crane.

The final drop with updated exterior decorations.

Upgraded final lighting in the power station after flipping the last breaker.
For Launch I made final tweaks to the flow of the level and finalized the visuals.
After that, I had people playtest my level to uncover any bugs or breaks, then I fixed them as they were found.
Launch

Look how far we've come! From paper to engine to launch!

Upgraded opening with zombies that spawn just far enough away to guide the player while giving them something to plow down.

Clutter decoration to compliment the guiding blood streaks.

Guiding lines and lights with some undead blocking the view.

Look at that framing.

We need to call facilities about this laundry room.

They didn't get packed up in time.

What a messy bunch.

I wonder what was happening here.

Messy kitchenette

They almost made it out.

Final version of the first wall jump on the first building. Focusing the player on the forward path.

Views of what's to come.

Zipping toward the window.

Added volume lights to give it an eerier feel while not taking away from the guiding lights.

The path is clear.

Rushing into the laundry room to avoid the volatile behind me.

Breaker in position to help frame the path to the next parkour area.

Soda and video games? If only I wasn't being chased down by volatiles...

He didn't make it.

Bedroom office.

Cheese for everyone!

Feels almost homey.

They must have been pretty busy.

Aerial of the street from the second building.

Final lighting on the double wall jump.

Climbing up the new, straight crane cables.

Path to the rooftop.

Almost didn't make it. In the home stretch now.

Crashed helicopter under improved lighting.

More lighting improvements.

Being chased down by two more volatiles as I make my way to the final jump.

The final final jump.

Final lighting after flipping the last breaker.