I joined Techland in November 2022, a few months after the release of Dying Light 2: Stay Human.
At first, I worked on simple GaaS events (design and implementation) to learn the engine and systems.
Later, I took responsibility for designing and implementing new gameplay features and quality-of-life changes.
Two years of Live Ops work culminated in the release of DL2: Reloaded Edition.
I was assigned the task of taking existing one-time boss fights and making them replayable.
To do so, I studied the original design in depth, looking for ways to enhance and expand it to reach its full potential.
The original core design included:
My contributions were:
Finally, to distinguish them from the base versions, we introduced a new name:
GRE Anomalies → GRE Aberrations (cool af, omg)
Through the Live Ops, I also had the chance to work on several AI archetype variants:
In the early stages of DL: The Beast, I was responsible for creating the very first firearms prototypes.
Due to publishing plans, it was later decided to bring firearms into Dying Light 2, and I was assigned the role of Feature Design Owner.
Since DL2 is a melee-focused game, the trial for us was to balance the perceived power of firearms while still preserving the overall challenge of combat.
To achieve this, firearms were designed to be easy to learn, but hard to master (I know, the usual):
To complete the feature, I took care of:
Some of my other tasks included:
Want to talk?
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