I worked on Dying Light: The Beast since its early conception.
Throughout the entire development cycle, I was involved as Designer and Feature Owner for several gameplay topics.
Alongside, I played a support role for other teams based on traversal knowledge acquired with Live Ops on Dying Light 2.
Aside from the general Biters population, the open world in DLTB needed its challenges, opportunities, and “wow moments”. As feature owner for Open World Encounters and Stages, I collaborated with a small but highly talented team of Level Designers, Animators, and Programmers to bring this vision to life.
Our main goals were simple:
At the core, we structured the system around four encounter types, guiding both design and logic:
A central philosophy I established was to keep encounters open-ended: players receive at most one clear goal, with multiple ways to achieve it. This encouraged self-expression and emergent outcomes, where players could creatively combine other gameplay systems (like luring infected with noise).
We delivered over 60 Encounters, which also shift with the day/night cycle: daytime often favors direct action, while at night stealth becomes essential (you know, Volatiles around wanting to play with you).
Aside from supporting other designers and teams on best AI practices within in-house scripts and logic, I worked on the following AI archetypes:
Screamer
Originally implemented as alarm turrets in DL2 to trigger chases, the Screamer lost its role once Volatiles returned to patrolling at night (back to DL1 roots). This led us to rethink whether the archetype should remain in DL: The Beast or not.
While prototyping OW population logic, I noticed some areas felt off with just more Biters, but worked perfectly for tension through negative space. This insight led to the Screamer redesign:
In short: the more the Screamer screams, the harder it is for players to prioritize it.
Thus making players feel fear when hearing again its barks in an empty forest or abandoned building.
Rifleman, Shotgunner, Marksman
The reintroduction of Firearms made such human archetypes essential for this next DL.
More conventional than the Screamer, I worked on research, behavior design, and tuning/balancing of them in collaboration with AI programmers and animators.
The goal was to make these shooters act as ranged support for melee AIs, forcing players to use the environment to break line of sight. Their reactiveness and accuracy are tuned to remain manageable to deal with, even without ranged weapons or tools.
The programmers, animators, artists, and I brought into DL: The Beast all the knowledge we had gained while designing and implementing Firearms for Dying Light 2.
Some of the key improvements included:
On top of that, I worked on the design and implementation of new weapons, like:
Want to see them in detail? ༼ つ ͡° ͜ʖ ͡° ༽つ Here!
A guilty pleasure of mine was to design, implement, and balance gameplay tools such as grenades, mines, flashbangs, molotovs, decoys, and throwing knives.
I focused on their usability, responsiveness, and affordances with both AI and the environment.
The goal was always to ensure they delivered meaningful and predictable results without ever becoming overpowered.
With the Firearms implementation in Dying Light 2, I felt the control scheme (and the responsiveness of certain gameplay actions) didn’t meet modern FPP games standards.
I prototyped a new controls setup and timeframes, which was later refined and adopted as the default one in DL: The Beast, and as the “Firearms alternative scheme” in DL2.
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