Dying Light 2: Stay Human

After spending some time working on another project at Techland, I joined the Dying Light 2 quest team, which included quest designers, level designers, and writers from various departments.

  • Being the executive person for quests, working closly with other departments, coordinating the delivery of content

  • Scripting quest logic

  • Designing and scripting gameplay sequences and set pieces

  • Pitching and developing quest ideas

  • Designing player objectives and implementing quest journals

  • Implementing complex dialogue logic with numerous variables, based on the story script

  • Working closely with writers on dialogue logic by delivering templates and helping craft dialogues that reinforce gameplay

  • Some writing

  • Collaborating with cinematic artists, programmers, and level artists

  • Scripting tutorials

  • Some combat encounters and AI scenarios

  • Supporting the production team with pipeline improvements and planning

  • Integrating Voice Mail Messages throughout the map

  • …and many many more!

My duties included:

After joining the team, I was tasked to design and implement the first batch of so-called Exploration Side Quests. Unlike other side quests that start in safe zones, these began by approaching NPCs standing on rooftops. I designed the initial set of these quests based on pitches created by the narrative department. I solo-implemented the first six quests of this type and coordinated other departments such as level design and cinematic art to ensure smooth execution.

We managed to demonstrate how these quests can function seamlessly within an open-world environment. The quest-giver was available only during the day, hiding during the night. The quests themselves motivated players to explore the city at night, highlighting the best aspects of the Dying Light experience.

Exploration Side Quests

Some examples of quests I worked on in this format include:

Those initial implementations of Exploration Side Quests set the benchmark for future content. Shortly after, I began onboarding additional designers who joined me in developing this type of quest.

In the opening level of the game, I was responsible for scripting narrative logic, tutorials and dialogues. I worked closely with the game directon, taking charge of narrative execution and ensuring a smooth introduction to the world and its mechanics.

This quests features Spike, Aiden’s friend and a returning character from the previous installment, who accompanies the player through the first section of the map. I scripted his movement collaborating closly with animation department to create seamless transitions between dialogues and behavior states.

I also co-designed the villa investigation sequence, scripting its flow and Spike’s dynamic reactions to the player's actions, reinforcing narrative tone and player agency.

Pilgrim’s Path

After providing feedback on this quest during the Alpha stage, I was tasked with improving and finalizing it. From that point on, I took responsibility for design iterations and implementation. I re-scripted the quest flow, restructured dialogue logic, and refined objectives and player goals. I improved on the pacing and timing to ensure a cohesive and engaging experience. Throughout the process, I collaborated closely with all departments involved to bring the quest to its final release quality.

One of my key contributions was scripting the sequence post blowing up infected, using the foundation laid out by our combat designer. This was a key narrative moment, a turning point where Aiden begins to lose control over his infection. A change that starts to manifest both in gameplay and story. [51:00]

Broadcast showcases iconic Dying Light elements. It challenges the player to explore the largest Dark Zone overrun with infected and climbing the tallest building in the City. After release, Broadcst was praised as one of the best quests in the franchise.

Broadcast

I took over the initial implementation of this quests, redesigning it while keeping the existing working elements. I re-implemented the quest logic, scripted several set pieces and combat sequences.

Spy Game focuses on the theme of surveillance. This time, the player is tasked with spying on a friendly faction: the Peacekeepers. The quest features unique gameplay focused on tracking a signal across the City. I was responsible for executing it and scripting its most intense set piece — a tense chase to catch a moving metro train to the station. [28:30]

Spy Game

Like Spy Game, it was a quest I took over later in production. Building on the existing foundation, I took responsibility for driving it to completion. I re-implemented much of the quest logic and dialogue structure, carefully managing a wide range of variables tied to the player's choices and previous decisions.

Nightrunners explores the character of Frank and lets the player delve deeper into the legacy of the disbanded Nightrunners faction. The quest weaves together narrative threads of several key characters — Frank, Lawan, and Hakon — giving the player a chance to actively influence and resolve their long-standing conflicts. Designed with multiple outcomes in mind, the quest offers meaningful choices and many different ways to bring closure to these complex relationships.

I also pitched the Afterparty side quest, triggering after completing Nightrunners main quest. Its purpose was to give the player a moment of celebration and emotional release following Lawan’s sudden disappearance. The quest ties up loose ends and offer a more personal conclusion to narrative threads left unresolved in the main story.

Nightrunners

I designed this quest chain by expanding on the unfinished narrative thread of Peacekeeper Leon, first introduced in Broadcast. In this chain, mission details are delivered through audio logs — each one about the fate of a Peacekeeper squad wiped out during a patrol. Every quest encourages players to explore locations tied to existing open-world activities, enriching them with narrative context and expanding the game's lore.

Wall of Valor

For Dying Light 2’s 2nd Anniversary Update, I led the team of quest designers in creating so-called Board Quests. They are small assignments players pick up from a quest board, each focused on completing a single objective. As a team, we delivered nearly 20 quests in this format. I personally designed and implemented three of them: Swansong, Peacekeeper Turncoat, and The Angel of Villedor. The Board Quests were warmly received by the community.

Board Quests

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Dying Light: The Beast

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Outriders