Dying Light “Memories of Old”

Walkthrough

Level Walkthrough

Summary

“Memories of Old” is a single-player parkour level in Dying Light, offering a mysterious journey where the player follows the memories of a boy, stepping into his past to uncover how his unwavering faith carried him through a troubled childhood, a lonely youth, and a war-torn world. The story unfolds as the boy falls into a dream to relive his life when he faces his final moments.

The level emphasizes environmental storytelling, featuring eerie settings and moments of psychological horror. Players are encouraged to interpret the story in their own way while surviving zombie hordes, experiencing the tension and despair the boy once endured. “Memories of Old” delivers a short yet unique experience, inviting players to explore themes of empathy and confront unresolved traumas from their own past.


Eerie Environment

Rainy Day

Rainy days have always been synonymous with sadness, and nighttime rain enhances this feeling, immersing players in a damp and melancholic atmosphere as soon as they enter the level.

Dim Lights

As a nighttime level, everything is dark, and I didn’t provide the player with a flashlight. To ensure players know where they need to go, lighting is important.

Take the forest section as an example: I placed lots of yellow-and-black signposts for conveyance and added faint lighting near them. While there’s no clear light source, the subtle glow within the player’s visible range guides them along the open path.

Foggy past

This interior section symbolizes the boy’s journey from school to his professional life. In my narrative, an evil force continually tempts the boy to forsake his faith and embrace darkness.

To convey his confusion and hesitation during this period, alongside his unwavering inner resolve, I filled the space with dense fog effects, leaving the stone platforms leading to the endpoint clear.

I hope players, as they navigate through this space and observe their surroundings, can feel a sense of uncertainty about everything around them, while recognizing a deep inner resolve within.


Psychological horror moments

Unrealistic Scenes

In this section, the player exits from a corridor (lower left), passes through floating candles before falling into a trash pile. Ahead are several large clocks.

Floating objects are a key element in this level. Everyday items, magnified and floating, create a surreal atmosphere. After the initial surprise, the clocks, symbolizing the passage of time, and the candles, representing the mundane world, encourage players to reflect on their meaning in the story. The fall from a height further intensifies the emotional impact of the moment.

This is a narrow bridge where I disabled the player’s running ability, forcing them to slowly walk across.

On the sides of the planks are water plants, zombie corpses, and many floating medicine jars and picture frames. I want the player to feel the boy’s loneliness as he continues down this path, as well as the fear he feels from witnessing so many sacrifices.

Scripted Encounter

To enhance the foggy atmosphere, I introduced a group encounter in this section. As the player enters the hall, zombies emerge from the fog and approach, creating a tense horror moment.

Despite the large number of zombies, the player can quickly parkour onto nearby platforms to evade combat. The lingering zombie screams heighten the tension.

This is the final encounter of the level, where the player must defeat a Screamer (a crying baby) and open the door to return to the starting point and finish the level.

The Screamer is a unique enemy in Dying Light, known for its cries and ability to stun players within its range, forcing them to either use ranged weapons to take it down or quickly close the distance for a melee kill.

I chose to place it here to provide a tense moment for the player, but it also symbolizes the boy’s past self. Killing his former self represents reconciling with the past and calmly facing his own death.


Emotional Climax

Flow chart

When designing, I aimed to align the gameplay sections with key story beats at the appropriate tension levels.

The parents’ quarrel scene marks the boy’s sad childhood, serving as the first climax of the story.

Following that, the foggy section reflects a crucial part of the boy’s youth, with a group encounter serving as the second climax, enhanced by tense music to heighten the experience.

Between the climaxes, the bridge sections provide a brief moment of calm for the player.

The plaza, as the final group encounter, symbolizes the war scene and serves as the ultimate climax, both in gameplay and story.

The story then resolves with the boy reconciling with himself, bringing the level to its conclusion.

Contrast of Fire

In areas with many zombies, I placed explosive barrels to give players an advantage. When ignited, the burst of flames stands out sharply against the dark night.

This plaza is the final area before the level’s end. I’ve placed fire effects in the center of the fountain, which, along with the flames, creates a striking visual contrast to the dim lighting in other areas, leading the level toward its climax and aligning with the story’s conclusion.


Gallery


Postmortem

What Went Well?

  • Effective Environmental Elements. The rainy settings, dim lighting, and fog were carefully chosen to evoke emotions and immerse players in the narrative. I really enjoyed decorating the eerie environment, and I believe players were deeply engaged by the atmosphere we created.

What Went Wrong?

  • Lighting Challenges. While I aimed to create an atmospheric environment with dark lighting, I faced challenges in determining the right amount of lighting to provide clear conveyance without disrupting the atmosphere. Finding the balance between mood and functionality was a key challenge. I spent considerable time adjusting the lighting and observing playtests to ensure the changes were not influenced by personal bias and were realistic in enhancing the player’s experience.

What I Learned?

  • Starting with a small scope and focusing on the working elements was key. The Dying Light Developer tool can be a bit finicky, but it excels at what it does best—parkouring, running, and showcasing beautiful assets. By leveraging these strengths and aligning them with my design goal of environmental storytelling, I was able to create a simple yet engaging level, which turned out quite well.

Play The Level

From Dying Light Steam workshop, search for Memories of Old (or here), click “Subscribe” to play.

Download Level Design Document:

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