Dying Light: Vertigo

< “Level Design”, “Dying Light” >

< Level Overview >

“Vertigo” is a standalone single-player level in Dying Light. The objective requires the player to reach the top of a high building to secure an airdrop. The level’s design emphasizes verticality and the risks of high-altitude traversal, with most of the action taking place on rooftops. By combining diverse parkour routes with mixed enemy encounters, the level creates a unique atmosphere of tension and pacing.

< Vertigo >

Vertigo Dying Light
A vertical single-player level focused on rooftop traversal, parkour routes, and high-risk navigation to secure an airdrop at the top of a skyscraper.

Tool: Dying Light Developer Tool
Development Time: 16 weeks
Average Playtime: 20 minutes
My Role: Level Design (Layout, Quest, Combat, Narrative)

< Level Design Document >

< Playthrough Video >

< Level Design Features >

< Combat Design >

Diverse Combat Styles & Enemy Types

As the level progresses, players are gradually equipped with melee weapons, a pistol, a shotgun, and a rifle, paired with corresponding enemy types, steadily building the combat toward its climax.

Diverse Combat Scenarios

Combat in the level varies from open fields to elevated tower tops and dark sewers.

< Quest Design >

Quest Flow Overview

The player departs from the safe house and is tasked by Jade to locate a weapons airdrop. The player must visit several key locations, including the hospital rooftop, the rooftops of Building A and Building B, and the top of the tower. After securing the airdrop, the player safely returns it to the safe house.

Overview Map

Map Label Gameplay Summary
1 The player accepts the quest from Quest Giver.
2 The player searches for the Airdrop in the hospital.
3 The player enters the sewer from the backyard of the hospital, following the sewer, the player reaches the first floor of Building A.
4 The player climbs to the rooftop of Building A and searches for the Airdrop.
5 The player gets to the rooftop of Building B and finally finds the Airdrop on the top of the signal tower on Building B rooftop.
6 The player returns the Airdrop to the Quest Giver.

< Puzzle Design >

To adjust the pacing, simple puzzle elements are integrated into the level.

A Broken Elevator



The player cannot use the elevator, but can open the hatch in the ceiling, enter the elevator shaft, and climb upward to reach the rooftop.

< Flow Design >

To avoid backtracking, the overall level flow follows a simple loop structure.

Scaffolding Layout

On the scaffolding leading to the hospital rooftop, the player has multiple climbing routes to choose from.

Climax Combat Scenarios Layout

In the later climax of the level, multiple traversal options are provided. The player can choose to use a zipline or rely on parkour to return to the safe house.

< Gallery >

Vertigo-3

Image 4 of 5