Dying Light: The Beast

I’ve been part of this project since day one, playing a key role in shaping its vision and narrative throughout all stages of production.

My responsibilities included coordinating quest design of main story around the first player hub — the Town Hall — from the ideation phase onward. I conducted weekly playthroughs, and closely monitored feedback implementation while synchronizing the efforts of all departments to ensure a cohesive gameplay experience.

My responsibilities included:

  • Designing quests and planning related content

  • Turning narrative outlines into playable quests

  • Scripting quest and dialogue logic

  • Pitching and prototyping quest ideas

  • Writing quest journals and selected dialogues

  • Developing and improving the quest production pipeline

  • Designing quest-related mechanics and overseeing their technical implementation

  • Collaborating with gameplay, level design, and art teams to deliver unique Dying Light experience

This quest features a Survivor Sense mechanic that the player uses to track the Beast that attacked the Town Hall. To bring the vision of hunting prey through an open-world environment to life, I worked on improving the mechanic itself, coordinating the efforts of technical artists, artists, and gameplay programmers.

We rebuilt the feature from the ground up, compared to its base form in Dying Light 2, and designed new tools that allowed to populate the map with tracks. I also oversaw the level art team, who helped highlight the Beast’s presence in the environment.

Despite the challenging implementation, we met our technical goals, and the quest stood out in playtests, consistently praised as a “fun to play” experience.

01:24:34 - 01:55:50

The Beast Within

A quest I designed on story outline provided by narrative team was chosen to become a benchmark for the game and become a vertical slice demo.

Initially, its design consisted of two parts; infiltrating Baron’s Krolock reasearch facility and facing the Chimera.

The first part was designed with a twist in mind. First the palyer would face regular enemies, but after a power outtage the place become a dark zone — a classic Dying Light experiance.

After infiltrating the place player experiance two unique mechanics to the game — bringing heavy object to destination and driving the pickup truck to help him do so. Unique combination of these two elements made for a perfect candidate to test those ideas in action.

A New Strain

This was an initial side quest prototype I inherited from another designer and completely its first part into a night-only gameplay activity. In it, the player tracks a mysterious monster — the Yaga — that can only be hunted under the cover of darkness.

The core gameplay theme of the quest is “hunting”, and I made sure it resonated through every sequence. At first, the player follows signs of the beast, stepping into the role of a hunter. But as the quest unfolds, the focus shifts — the trail leads not just to the monster, but ultimately to the humans responsible for creating it.

Playtests highlighted the quest’s strong atmosphere and praised the unique nighttime experience it delivered.

Hunting Yaga

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Dying Light 2: Stay Human