
DONALD KOUL
GAME DESIGNER
OPEN WORLD DESIGN FOR PARKOUR
OVERVIEW
"Run Boy Run" is a single-player mod designed for Dying Light. The level is a small open world created as a parkour playground. The player controls Brecken, a parkour expert. Brecken must collect the Antizin airdrops by Jade. But, the only way to initiate a drop is to trigger an SOS signal which creates noise that attracts zombies. The player must run to escape the Virals as well as collect the Antizin before Rais' men steal it. Run Boy Run focuses heavily on Parkour gameplay provides an exhilarating parkour experience to the player
VISION: Emphasis on Parkour Gameplay
Parkour is a unique style of gameplay where the player is maneuvering through a level while overcoming obstacles with style and speed.
I utilized the parkour movement system in the Dying Light Developer Tools and designed the level around running. The design process involved choosing the correct enemy types, pacing the overall flow, open world design and various other factors to cash in on the parkour system.
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The mission design, spatial design, and encounters all are focused on motivating the player to parkour around the city and have fun.
DESIGN COMMENTARY
MISSION DESIGN AND PLAYER MOTIVATION
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Having set up a parkour playground, the motivation for a player to run and parkour is critical.
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The mission is such that player must run to the different safe houses set up in different parts of the map to initiate an airdrop.
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The players must then collect the airdrop which is in a different position on the map.
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For easy traversal, these safe houses are in the closed loop of paths set up in the city blocks.
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For motivating the players to run, the safe houses become unsafe when the SOS Signal it houses is triggered.
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Players are also not given any weapons apart from throwable items like grenades and throwable knives. This player set up prevents the players from standing in one place and defending themselves.
ENEMY CHOICE FOR PARKOUR
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The major factors that I had to consider while choosing the enemies were their abilities and their behavior to different player actions.
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The most common type of enemies that the player faces throughout the level are the "Virals." I chose this category as they are as fast as the player and can quickly take down the players if they are not running.
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The second type of enemy I chose was the "Demolisher." This encounter is set up as a boss fight towards the end.
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This enemy charges towards the player when the player is on the ground and throws boulders at the player when the player is on high ground.
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Thes set up for this boss fight is such that player is always running around and attacking the enemy.
FLOW PACING: RESTING vs RUNNING
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Through multiple playtesting and iterations, I found out that the perpetual motion for long durations can be very exhausting.
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To pace the flow and overcome this problem, I had to include running sections and resting sections.
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In the running sections, the player is maneuvering and parkouring through the space overcoming obstacles and zombies.
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In the resting sections, the player is safe from the zombies and is performing activities in the secondary gameplay loop. These activities include collecting objects or turning on switches etc.
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In this level, the resting sections comprise of safe houses containing the S.O.S. Signals. These safe houses help the player strategize their next moves.

Set up of the regions and paths in the small open world.



Set up of the regions and paths in the small open world.
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Cinematics used creatively not just for wow moments but also for conveyance to provide clear goals to the players.
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The airdrops are scripted for the players to know where the goals are so they can strategize and make quick decisions about the choice of paths.
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The scripted events spawn the enemies in strategic points on the map, so the player gets enough breathing space to plan an escape.
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The airdrops have a red smoke/flare effect which helps the player locate them from any point on the map.
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The fast-paced nature of parkour gameplay allows the players to cover a significant distance in a small amount of time.
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I decided to construct a small open world. The level is a city having three interconnected city blocks.
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Each city block has a loop of paths set up in them, and each of these loops has interconnecting paths.
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This interconnected loop setup allows for the reusability of space which also helps the players to mentally map the layout and paths.
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The three city blocks are aesthetically differentiated which facilitates mental mapping.
CINEMATICS / CONVEYANCE








Highly mobile zombies that chase players.

A special type of zombie chosen for the boss fight at the end.

Highly mobile zombies that chase players.
WALKTHROUGH
SCRIPTING
QUEST / MISSION DESIGN AND SCRIPTING

Cinematic for one of the airdrops.

Set up for the cinematic involving an NPC and the helicopter.

Cinematic for one of the airdrops.
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I made a multi-stage quest using the in-engine scripting tools.
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The mission design and level design work in tandem to keep the player parkouring through throughout the city.
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The scripting involves setting up the triggers, and AI spawns at events triggered by the players.
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To provide the freedom of choice to the players, the players can trigger any of the SOS Signals of their choice to progress.
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In line 210, the quest branches giving that freedom to the players to run around and trigger the signals of their choice.
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The scripting also integrates the directed cutscenes and cinematics.
DIALOGS AND MISSION OBJECTIVES
CINEMATICS SETUP
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The slides show the set up of two cinematics.
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I had to use the different animations in the engine to make the cutscenes feel authentic.
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Making the cinematics were the most challenging part of this project, especially the bits involving the helicopter and parachutes.
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The parachutes animations initially run at 60 fps, but I set it to 30 fps, so the player does not miss the airdrop. Same case with multiple other animated objects.
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To support the quest, I had to set up the NPCs with which the players interact.
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The file above contains the dialogs that the NPCs featured in the level.
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This file also contains all the mission objectives and descriptions that the players must accomplish.
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I had to manipulate the maps XML file for the dialogs that were conveyed using a radio.

A view of the level in the editor with all the triggers, and post process volumes setup.

A view of the level in the editor with all the triggers, and post process volumes setup.

NPC Set up.

The Doctor

The pilot.

NPC Set up.