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Skyfall

Parcour | Flow | Conveyance | Combat

Dying Light Developer Tool

Level Summary

Skyfall is a single-player parkour level in Dying Light set in a rocky valley. The experience focuses on momentum, vertical traversal, and freedom of movement, challenging players to chain jumps, climbs, and ziplines across high-altitude terrain. ​

15+ minutes of gameplay

2+ major combat encounters

4 enemy types

1-3 weapons

3 gameplay areas

Level Design Document

Map Overview

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Design Goals

Progressive Parkour

Character Perspectives & Conflict

Information Pacing

​Dialogue Branch

Combat Choice

Reusable Power Cell System

​Skill Teaching & Progression 

Spatial Puzzle Progression

Readability and Wayfinding

Different Room's Purpose

Interaction Readability

​Power-State Feedback

Progressive Parkour

​​      The player accepts a quest to restore power to a damaged mine and drive out the invading pirates, but discovers that keeping the Duskridge site hidden requires a signal-shielding tower that forces its workers to sacrifice personal connections and physical well-being. The quest culminates in a meaningful choice between financial security and human well-being, asking what is truly worth treasuring, and either outcome shapes the settlement’s future.​​

>Vertical Navigation

      The central conflict is not between a clearly good or evil side, but between two competing visions for the workers’ future: preserving their personal connections or improving their financial stability.

Integrated rock climbing segments to create varied elevation changes.

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>Dynamic Hazards and Difficulty Escalation

      The central conflict is not between a clearly good or evil side, but between two competing visions for the workers’ future: preserving their personal connections or improving their financial stability.

Designed challenging zipline sequences featuring mid-air fire obstacles, requiring players to time their movements precisely.

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Combat Choice

​​      The player accepts a quest to restore power to a damaged mine and drive out the invading pirates, but discovers that keeping the Duskridge site hidden requires a signal-shielding tower that forces its workers to sacrifice personal connections and physical well-being. The quest culminates in a meaningful choice between financial security and human well-being, asking what is truly worth treasuring, and either outcome shapes the settlement’s future.​​

>Vertical Combat Spaces

      The central conflict is not between a clearly good or evil side, but between two competing visions for the workers’ future: preserving their personal connections or improving their financial stability.

>Combat Pacing

Readability and Wayfinding

​​      The player accepts a quest to restore power to a damaged mine and drive out the invading pirates, but discovers that keeping the Duskridge site hidden requires a signal-shielding tower that forces its workers to sacrifice personal connections and physical well-being. The quest culminates in a meaningful choice between financial security and human well-being, asking what is truly worth treasuring, and either outcome shapes the settlement’s future.​​

>Landmarks

      The central conflict is not between a clearly good or evil side, but between two competing visions for the workers’ future: preserving their personal connections or improving their financial stability.

>Local Conveyance

The conveyor setup consists of three parts, The water, The battery and door part, The overall flow and lead lines.

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>Lighting and Environmental Contrast

Lighting

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What Went Well?

1. Improving the flow of the level. 

2. Getting the battery mechanic to
work smoothly. 

3. Narratively, I improved the story pacing compared to earlier versions.

What Went Wrong?

​1. I didn’t define the core gameplay and flow early in the process.

2. The uncertainty around whether the battery mechanic could be implemented.

3. The pacing of the narrative was also difficult to manage.

4. The space in some rooms was too large and hard to decorate.

What I Learned?

​1. I learned the importance of locking down core gameplay mechanics and level flow early in development.

2. In terms of narrative design, I learned that branching dialogue requires a strong structure and clear player intention.

3. I also learned that time management between different parts of the level

Postmortem

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