
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
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SUPPORT OF DIFFERENT PLAY STYLES
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LIGHT & MOTION CONVEYANCE
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HOSPITAL INTERIOR & URBAN ENVIRONMENT
GOAL 1: SUPPORT OF DIFFERENT PLAY STYLES

Gif showing an example of one of the parkour routes to get to the keycard for the front doors.

A still of combat in the lower levels of the exterior. Showing other path of interaction with the environment.

A still of the main lab inside the Medical Tower. This area is aimed for those who like to explore, as the area contains both combat and pickups.

Gif showing an example of one of the parkour routes to get to the keycard for the front doors.
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Use of urban environment to aid in the use of parkour and creating areas for different play styles
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The lower the player goes, the more combat heavy the gameplay becomes
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The higher the player goes, the more parkour heavy the gameplay gets
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Use of multiple pickup items to reward explorers with resources
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Use of the camouflage skill to avoid combat
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Use of different interior paths to create more ways to explore the area
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Paths to explore and pick up items
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Paths to engage or dodge combat
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GOAL 2: LIGHT & MOTION CONVEYANCE
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Using yellow blinking lights to illuminate quest objectives
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Keycards
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Doors
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Using blinking overhead lights in hallways and interior areas as bread crumbs
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Using enemies placed near objectives to have them come towards the player

Gif of a yellow flashing light over the keycard to the stairs. A prime example of the conveyance being used; with a sitting torn corpse close to further signal a keycard nearby.

A still of one of the flares leading to the keycard, with the entrance to the Medical tower visible behind it.

A gif showing the flickering lights in action. Each light placed in front of a door; signaling where the player can exit, and where to go next.

Gif of a yellow flashing light over the keycard to the stairs. A prime example of the conveyance being used; with a sitting torn corpse close to further signal a keycard nearby.
GOAL 3: HOSPITAL INTERIOR & UBRAN ENVIRONMENT

Showing the clutter of someone who was moving boxes before they were killed.

Shot taken from editor showing the keycard and the desks within the room and the decorated wall.

An image of a shack placed on top of the roof where a previous occupant possessing the keycard had lived before being mauled by the Infected. Showing a place that had been lived in before the quest took place.

Showing the clutter of someone who was moving boxes before they were killed.
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Setting up the Medical Tower like a hospital with multiple paths housing distinct rooms
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With 2 additional distinct levels
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Using labeling system similar to real-life hospitals
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And referring to said labels in the quest objectives
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Creating areas of clutter and disarray to make the area feel lived in
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Using graffiti and foliage to give the exterior more character
WHAT WENT WELL:
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The multiple levels of buildings and multiple interior paths gave players a chance to try different play styles
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I was able to change and iterate on the exterior and interior to adjust the flow accordingly without having to start over
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Was able to illuminate the interior so the players could see the enemies and cover without using flat lighting
WHAT NEEDS WORK:
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Would’ve helped having more variance in the lower terrain
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Having a more obvious teaching moment for the camouflage skill
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Would’ve helped having lights that were placed in a way that projected the enemy’s shadow on far walls to create wow moments
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Lighting at night was still dark
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Would’ve helped plan out the placement of light posts and other light sources more to help it feel natural in an urban environment
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WHAT I LEARNED:
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How to use the limited assets in the Dying Light editor in creative ways to create various structures
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How to use LOD assets to construct the surrounding area for placing the level in the world
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Like setting up the stage for a play
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How to use the Dying Light editor to create a world and a simple quest
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Lighting for night environments requires lots of planning and trail and error to get correct