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

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

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

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

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