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AWAKE Chapter one : The Final Front ( A Dying light Custom map )

This is a custom map produced for the Dying Light workshop. The project took about three months, with one month being spent on my part (initial visuals and level design). A team totaling five people were involved and the credits can be seen below.

Gustaf Andersson AKA Dino (me): Initial level design, environmental art, lighting, story writing and project lead.
Doomguy: All scripting/code, sound design, minor gameplay tweeks.
X_O: Original music production.
Greg Smith: Main VA.
Hank_Hill.exe: Bug/gameplay fixes, lighting and level designer.

Important Note: The video at the bottom is purely gameplay and does not show any descriptions of how the map was created.

Thumbnail for the map, produced in 3D. Logo 2D

Thumbnail for the map, produced in 3D. Logo 2D

The tunnel the player wakes up in, lighting throughout Awake is designed to lure the player to and through significant areas (in this case the only path forward).

The tunnel the player wakes up in, lighting throughout Awake is designed to lure the player to and through significant areas (in this case the only path forward).

The tunnel that can be seen right after the initial spawn area. While Dying Light doesn't possess a true GI system, fake omni-directional lights were carefully used to make a pseudo-global illumination effect throughout the project.

The tunnel that can be seen right after the initial spawn area. While Dying Light doesn't possess a true GI system, fake omni-directional lights were carefully used to make a pseudo-global illumination effect throughout the project.

Fake animal AI was created in order to provide an extra level of immersion ( TURN ON SOUND )

The first scene shown to the player clues them into the on-going conflict that is revealed during Awake's story.

The first scene shown to the player clues them into the on-going conflict that is revealed during Awake's story.

A fake global-illumination effect is used to provide emphasis on story-related scenes, such as these unfortunate soldiers.

A fake global-illumination effect is used to provide emphasis on story-related scenes, such as these unfortunate soldiers.

The player camera lock to the tower when you find it, to show you a landmark on where to go next. ( TURN ON SOUND )

Large-scale landmarks are utilized in addition to lighting to guide the player to their next objective.

Large-scale landmarks are utilized in addition to lighting to guide the player to their next objective.

( TURN ON SOUND )

Scale was used extensively throughout the map, particularly around quest objectives. Entrence to the ruins, its the roof of a fallen skyscraper. Its supposed to give the player a feeling of entering the gaping mouth of a monster.

Scale was used extensively throughout the map, particularly around quest objectives. Entrence to the ruins, its the roof of a fallen skyscraper. Its supposed to give the player a feeling of entering the gaping mouth of a monster.

In the ruins of a fallen skyscraper.

In the ruins of a fallen skyscraper.

The view of the ruined city ahead that opens into the final, more open-ended level.

Entering downtown.

Entering downtown.

Making of the fallen skyscraper.

he majority of the objects found within the map are created using existing assets, such as the skyscrapers and concrete walls.

he majority of the objects found within the map are created using existing assets, such as the skyscrapers and concrete walls.

Environmental storytelling was also used frequently to give the player some added immersion.

Environmental storytelling was also used frequently to give the player some added immersion.

A parking garage.

A parking garage.

A playthrough of the map posted on my channel on Youtube.