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SLASH AND GO

ROLE

DESIGNER

DESCRIPTION

"Slash and Go" is a single-player custom map quest for Dying Light, in which the Player plays as Kyle Crane, who Jade asks to retrieve a supply of Antizin stored in a small tower dubbed The Medical Tower. On the way, he must also retrieve papers for Dr. Zere that can aid with his research in the same building. The first part of the quest takes place in an off-shoot of The Slums, surrounded by compact yet tall buildings occupied by Biters, Spitters, and Virals roaming in a dusk-lit cityscape. Meanwhile, the second part occurs in a medical facility, navigating multiple floors to reach the goals. Armed with bladed melee weapons and ninja stars, the Player must guide Crane through the environment by using the surrounding buildings or slash and hack his way through to reach his goal.

DEVELOPMENT TIME

Oct 2023 - Dec 2023

GENRE

Explore, Combat, Parkour

PLATFORM

PC

DESIGN GOALS

  • SUPPORT OF DIFFERENT PLAY STYLES

  • LIGHT & MOTION CONVEYANCE

  • HOSPITAL INTERIOR & URBAN ENVIRONMENT

GOAL 1:  SUPPORT OF DIFFERENT PLAY STYLES

  • Use of urban environment to aid in the use of parkour and creating areas for different play styles

    • The lower the player goes, the more combat heavy the gameplay becomes​​

    • The higher the player goes, the more parkour heavy the gameplay gets

  • Use of multiple pickup items to reward explorers with resources

  • Use of the camouflage skill to avoid combat

  • Use of different interior paths to create more ways to explore the area

    • Paths to explore and pick up items

    • Paths to engage or dodge combat

GOAL 2: LIGHT & MOTION CONVEYANCE

  • Using yellow blinking lights to illuminate quest objectives

    • Keycards​

    • Doors

  • Using blinking overhead lights in hallways and interior areas as bread crumbs

  • Using enemies placed near objectives to have them come towards the player​​

GOAL 3: HOSPITAL INTERIOR & UBRAN ENVIRONMENT

  • Setting up the Medical Tower like a hospital with multiple paths housing distinct rooms

    • With 2 additional distinct levels​

  • Using labeling system similar to real-life hospitals

    • And referring to said labels in the quest objectives​

  • Creating areas of clutter and disarray to make the area feel lived in

  • Using graffiti and foliage to give the exterior more character

WHAT WENT WELL:

  • The multiple levels of buildings and multiple interior paths gave players a chance to try different play styles

  • I was able to change and iterate on the exterior and interior to adjust the flow accordingly without having to start over

  • Was able to illuminate the interior so the players could see the enemies and cover without using flat lighting

WHAT NEEDS WORK:

  • Would’ve helped having more variance in the lower terrain

  • Having a more obvious teaching moment for the camouflage skill

  • Would’ve helped having lights that were placed in a way that projected the enemy’s shadow on far walls to create wow moments

  • Lighting at night was still dark

    • Would’ve helped plan out the placement of light posts and other light sources more to help it feel natural in an urban environment

WHAT I LEARNED:

  • How to use the limited assets in the Dying Light editor in creative ways to create various structures

  • How to use LOD assets to construct the surrounding area for placing the level in the world

    • Like setting up the stage for a play

  • How to use the Dying Light editor to create a world and a simple quest

  • Lighting for night environments requires lots of planning and trail and error to get correct

GALLERY

GAMEPLAY VIDEO

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