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Back To School

Software: Dying Light Developer Tools

Development time: 30+ hours

Platform: Steam Workshop

Average Playtime: 15-20 minutes

Level Summary

Set in an abandoned school overrun by infected, Back to School is a custom single-player mission built in the Dying Light editor.

 

The player begins in the slums surrounding the campus, navigating rooftop paths and environmental hazards through parkour traversal to infiltrate the sealed building.

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Once inside, the level shifts into a tense, horror-driven experience as the player searches dark hallways, evades volatile encounters, and attempts to restore power by activating the school’s main electrical systems.

 

The mission blends vertical movement, close-quarters combat, and limited-resource scavenging to heighten suspense and reinforce the core survival themes of Dying Light.
Through controlled lighting, sound design, and encounter pacing, the level aims to deliver a tightly crafted, atmospheric horror experience anchored by traversal-focused gameplay

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Level parameters include:

  • 10-15 minutes of gameplay

  • 1 exterior space

  • 1 interior space

  • 1 main quest

Gameplay

Design Goals

Parkour-Driven Navigation

Encourage players to use vertical traversal and environmental routes

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Environmental object placement and vertical routes are used to reward staying above ground, allowing players to outmaneuver infected, move efficiently across obstacles, and choose faster, safer paths through rooftop and high-ground routes.

Sustained Horror Atmosphere

​Build tension through lighting, sound cues, and encounter pacing

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Lighting and sound cues are used to limit visibility and information, creating moments of anticipation rather than direct confrontation.

 

Tight corridors and encounter spacing push players to feel vulnerable and make quick survival decisions under pressure.

Multi-Layered Combat Choices

Use cover, elevation, and traversal shortcuts to encourage different combat strategies

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Enemy types reinforce combat choice —gas tanks and screamers favor long-range engagement, while fast-moving virals are more effectively handled with melee weapons, encouraging players to adapt their strategy based on space and enemy composition.

Design Progress

Flow - Exterior Layout

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The exterior areas are designed to be open and expansive

  • Many climbable buildings and objects that allow players to maneuver freely.

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Main Path to the School

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Scaffold Parkour

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Back Alley

Playthrough - Part 1

Flow- Interior Layout

The overall interior flow is designed around circular movement.

  • While the main objective is visible to the player, the primary path is blocked, encouraging players to take side paths and increasing the sense of exploration.

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School Classroom

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Blocked Hallway

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Broken Hallway with verticality

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Office

Playthrough - Part 2

Quest Scripting

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I implemented the level’s core progression through quest scripting, including

  • objective updates

  • trigger-based events

  • item collection

  • dialogue activation

  • enemy spawning

  • scripted environmental changes.

 

The scripting system controls how players move through the mission: collecting key items, reading notes, activating switches, unlocking new objectives, and triggering encounters at specific points in the level.

 

By connecting these scripted events with spatial progression, I was able to create a clear mission flow while ensuring that gameplay beats, narrative moments, and level transitions happened at the intended timing.

Gallery

Play the Level

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