top of page

FALLING OBJECT

Bomb! Bam! Bang! That's it.

Level Design Focused Project

Project Pitch.

Project Pitch.
Experience Goal:
  • Start with a thrilling escape sequence
  • Engage in the fun and coolness of explosives
  • Affect and change the game world
  • Amazed by cinematic moment
  • Finish with a glory boss fight
Key Responsibilities:
  • Designed and built the level blockout
  • Documented and iterated level to shippable quality
  • Scripted the quest event and wrote narrative dialogues
  • Designed and made cinematic scenes and level sequences
  • Decorated the whole level with available assets to be visually pleasing
  • Carried out the lighting pass to build aesthetic depth
Project Info.

Project Information.

The level focuses on using consistent level design language to convey the critical path while emphasizing exciting parkour experiences in an open-world game with level sequences and Wow moments.

Engine: Chrome Engine
Mod for: Dying Light
Work Time: Sep, 2023 - Dec, 2023
Team Size: Ind
ividual
Play Time: 10 - 20 minutes
Features:

  • Parkour 

  • Cinematic Moments

  • Combat based on Explosive

Falling Object is a single-player level mod developed for Dying Light. The level starts with an accident where the player, Kyle Crane, falls from a highrise roof and ends with returning to the same spot.

Design Process.

Design Goals.

Design Goals.

Wow Moments

Start with a climax and end with an achievement

Breathe in & Breathe out

Engage in the fluctuating flow of tension

Good
Conveyance & Feedback

Clearly tell player goals and progression

Overview & Level Maps.

Level Maps
Design Goal 1.

#1 Wow Moments.

The level starts with a climax
broken bridge.gif
Quest starts from an accident 

Falling Object starts with an accident while crossing a concrete beam of a building on construction. The player tries to catch up with Rahim, the player's partner, and suddenly, the beam collapses. Hopefully, the water pool at the bottom saves the player. But the bad news is that the player needs to escape from the slum street sieged by berserk zombies.

Finish the journey with an achievement

A Boss fight challenge is one of the best coda of a level. It can further emphasize the player's accomplishment and culminate the game flow. In addition, the mild soundtrack that plays at the moment of defeating a boss is certainly a great way to release high tension while providing a sense of a heroic moment.

lure boss to explosive.gif
Lure the and detonate the explosive

Boss Fight Parameter:

  • Circular cover vs. Boss having strong melee attack but moving slowly

  • Emphasizing effectively using explosives

  • Two kinds of adds that can be killed in one shot:

    1. Slow-moving one but with grappling ability in close range → limit the player's space of kiting the boss

    2. Fast-moving one but with climbing ability → push the player away from safe positions

  • Two resolving solutions​

    • Fight against the Boss directly​

    • Lure the Boss away and lockpick the exit door

Design Goal 2.

#2 Breathe in & Breathe out

Fluctuating game flow keeps the player engaged.

In the initial blueprint, I prepared a couple of "wow" moments throughout the level to keep the player engaging. However, in the first round of playtests for this level, feedback from testers told me that they needed more room and time to take a rest from them.

With the compact scope and production schedule, instead of bringing in more playable areas, I solved this issue by changing flows and enemy positions to allow longer "breath out" time after each section that the player felt stressed.

"Breath out" space at the end of the escape sequence in the Whitebox vs. in the final launch:​

  • Removed enemies for training sequence because they added stress and were too basic

  • Expanded safe space from a tiny pergola to a whole survival camp

  • Added more supplies and weapon choices for the later combat

"Breath out" space at the factory roof in the Whitebox vs. in the final launch:​

  • Removed the door to expand the safe space for the player to take a rest by looking around the landscape

  • Turned a dangerous exploration area into extra space for breathing out

  • Added supplies and weapons for completing the previous challenges of climbing to the roof

Design Goal 3.

#3 Diverse Conveyance & Feedback.

Clearly convey where is the next goal

For a factory-style level, being visually too grayish is a great challenge while conveying the objectives and making the level visually pleasing. To have the next goal stand out at the player's first glance at the level, the following techniques are implemented:

  • Leading Lines

  • Pinching

  • Motion Objects

  • light Contrasting

  • Color Contrasting

FrontEntranceConveyances_Annoted.png

Diverse feedback emphasizing affecting the game world

Powering up the whole factory and operating the cargo spreader are two wow moments at my level. To amplify the player's sense of progression, I implemented the following elements:

  • Motion Objects

  • Sound Effects

  • Lighting Changes

  • Objecs' Status Changes

  • FXs

Scripted Feedback of the Player's Action Showcases

Scripted Feedback of the Player's Action Showcases

Scripted Feedback of the Player's Action Showcases
Moving Spreader

Moving Spreader

00:26
Facotry Power On

Facotry Power On

00:29
Postmortem.

Postmortem.

What Went Well?

  • Compact and Fun

    • Level use verticality and space well, resulting in a compact but fulfilling level​

  • Wow moments​

    • All designed Wow moments succeeded in bringing engaging and exciting experiences to the player​

  • Environment Design​

    • I successfully made the level look less gray-colored by decoration

    • With limited assets, I did a good job of creating a chemical factory environment​​

What Went
Wrong?

  • Arrow Combat

    • The level is initially designed to be a bow and arrow level but I gave up moving forward in this direction because the game objects are too modulized and hard to customize​ physics and collision events

  • Some sightlines aren't ideal​

    • The player needs to turn 90 degrees to see the goal after falling to the ground​

    • The hole in the factory ceiling is too high to catch the player's eyes

What I
Learned?

  • Vertical Sightline

    • Verticality is good but requires cautious use because players usually don't look above the head

  • Level's Scope

    • Levels can be compact but still create a lot of fun if space is fully used​

  • Environment Design​​​

    • Environment Design is not dogmatic and requires thinking out of the box because the player won't notice the unnature unless they are out of the game flow​ if the level is decorated property

Gallery.

Gallery.

bottom of page