{"id":541896,"date":"2026-03-09T04:38:27","date_gmt":"2026-03-09T04:38:27","guid":{"rendered":"https:\/\/arcader.org\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\/"},"modified":"2026-03-09T04:38:27","modified_gmt":"2026-03-09T04:38:27","slug":"whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\/","title":{"rendered":"What\u2019s Next For Dying Light 2: An Interview With Its Lead Game Designer"},"content":{"rendered":"\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/03\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer.jpg\" width=\"800\" height=\"450\" alt=\"Dying Light 2 Future Content DLC Plans Lead Designer Tymon Smektala\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p> <b>Platform:<\/b> PlayStation 5, Xbox Series X\/S, PlayStation 4, Xbox One, Switch, PC <br \/> <b>Publisher:<\/b> Techland <br \/> <b>Developer:<\/b> Techland <br \/> <b>Release:<\/b> <time datetime=\"00Z\" class=\"datetime\">February 4, 2022<\/time> (<span class=\"gi5-details-platform\">PlayStation 5<\/span>, <span class=\"gi5-details-platform\">Xbox Series X\/S<\/span>, <span class=\"gi5-details-platform\">PlayStation 4<\/span>, <span class=\"gi5-details-platform\">Xbox One<\/span>, <span class=\"gi5-details-platform\">PC<\/span>), TBA (<span class=\"gi5-details-platform\">Switch<\/span>) <br \/> <b>Rating:<\/b> Mature <\/p>\n<p>Dying Light 2 Stay Human was released on February 4 to largely positive reviews and massive\u00a0player count\u00a0numbers, especially compared to that of the first Dying Light. It remains one of the highest-scoring games <em>Game Informer<\/em> has reviewed this year, <a href=\"https:\/\/www.gameinformer.com\/review\/dying-light-2-stay-human\/dying-light-2-stay-human-review-an-apocalyptic-renaissance\" target=\"_blank\" rel=\"noopener\">receiving a 9.5 out of 10<\/a>, and in less than 24 hours after release, <a href=\"https:\/\/www.gameinformer.com\/2022\/02\/04\/dying-light-2-pc-player-count-nearly-four-times-more-than-dying-lights-all-time-peak\" target=\"_blank\" rel=\"noopener\">Dying Light 2\u2019s PC player count peak surpassed Dying Light\u2019s all-time high peak<\/a>.\u00a0<\/p>\n<p>By all accounts, Dying Light 2 was a massive success for Techland, which had been working on the sequel for years. Getting to that success wasn\u2019t easy, though. After its indefinite delay back in 2020, <em><a href=\"https:\/\/www.thegamer.com\/techland-report-bleeding-talent-autocratic-management-bad-feedback\/\" target=\"_blank\" rel=\"noopener\">The Gamer<\/a><\/em> released a new report that painted a picture of <a href=\"https:\/\/www.gameinformer.com\/where-is-dying-light-2-is-it-cancelled-techland-report\" target=\"_blank\" rel=\"noopener\">a lack of leadership, a lack of direction, and a demoralizing atmosphere<\/a> at the studio. Less than a year prior, the studio released a statement announcing it had parted ways with narrative designer Chris Avellone after <a href=\"https:\/\/www.gameinformer.com\/2020\/06\/22\/chris-avellone-no-longer-working-on-dying-light-2\" target=\"_blank\" rel=\"noopener\">allegations of sexual harassment surfaced<\/a>.\u00a0<\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/2022\/03\/23\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\" rel=\"noopener\">Click here to watch embedded media<\/a><\/p>\n<p>With the game now out and in the hands of players who will, ideally for Techland, continue to play the game for at least <a href=\"https:\/\/www.gameinformer.com\/2022\/01\/26\/dying-light-2-post-launch-roadmap-reveals-five-years-of-planned-dlc\" target=\"_blank\" rel=\"noopener\">the five years the studio has content planned for the zombie parkour title<\/a>, the team has crossed over from the nervous excitement and anticipation felt pre-launch into a state of elation.<\/p>\n<p>\u201cI think everyone is really, really happy that we were able to release the game,\u201d Dying Light 2 lead game designer Tymon Smekta\u0142a\u00a0tells <em>Game Informer<\/em>. \u201cThe game has been received very well. We announced that during the first weekend, it reached more than 3 million players and that was an astonishing number. As you can imagine, the number is only growing and it has been a long journey.\u201d<\/p>\n<p>Smekta\u0142a said Dying Light 2 was a difficult project due to its sheer size and complexity. Not only was it a follow-up to the surprise 2015 hit Dying Light, <a href=\"https:\/\/www.gameinformer.com\/2022\/03\/08\/dying-light-gets-new-gen-performance-patch-for-playstation-5-today\" target=\"_blank\" rel=\"noopener\">which has received support from Techland for more than seven years<\/a>, but it needed to up the ante in every way.\u00a0<\/p>\n<article class=\"embedded-entity align-left\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/03\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer-1.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> Tymon Smekta\u0142a, Dying Light 2 Lead Game Designer <\/article>\n<p>\u201cIt really took the best of us, but we are happy it\u2019s out there and we are feeding on the positive feedback that the community is giving us,\u201d Smekta\u0142a says.\u00a0<\/p>\n<p>He said the team took its break following the launch but is now back to work on post-launch content. As mentioned above, Techland has a five-year post-launch DLC plan for Dying Light 2, but Smekta\u0142a tells <em>Game Informer<\/em> that the team already has plans to create and add more content to that timeline than what\u2019s been announced. It was never a question for Techland to support this game for many years after its launch, but the \u201cfive-year\u201d number wasn\u2019t locked in until the end of last year.\u00a0<\/p>\n<p>\u201cThere are a lot of reasons why we feel [supporting the game extensively after launch] is important,\u201d Smekta\u0142a says. \u201cOne of the reasons is that I think we have realized we have invented, or maybe discovered, a formula that actually being on good terms with your community and working with your community and supporting your community\u2026is extremely beneficial to you as a game developer. And as a publisher, we are very lucky to be able to own Dying Light and develop Dying Light as our own [intellectual property]. So\u2026both sides of our organization are supported and get benefits from us supporting the game for so long.\u201d\u00a0<\/p>\n<p>When the team decided it would support Dying Light 2 heavily after launch, they felt frozen at times, Smekta\u0142a says. But it was equally as encouraging because the team knew that if the content was there, the community would show up, just as they did with Dying Light. It also encouraged Techland to staff up, which ultimately created a studio better prepared for the long, Viral-ridden road ahead of it.\u00a0<\/p>\n<p>\u201cWe have grown a lot as an organization and as a studio,\u201d Smekta\u0142a says. \u201cWe understand our craft better, as a result, but we have also invited a lot of new people to join our ranks \u2013 people with expertise in experiences from different studios and different projects \u2013 so I think we were and are better prepared to handle a bigger project like this.\u201d\u00a0<\/p>\n<p>With launch day behind them, Smekta\u0142a says the biggest surprise for Techland was how quickly some players were able to put in 100, 200, and even 300 hours of time into the game. Perhaps just as surprising were the requests for new content from those that played so much of Dying Light 2 so quickly. Some of the biggest requests the team has heard include a New Game Plus mode, a Photo Mode, and additional tiers of difficulty.\u00a0<\/p>\n<p>\u201cThose are definitely things that are on the table currently and that are being worked on,\u201d he says. \u201cI don\u2019t want to go into too many specifics here\u2026but very soon, people will start seeing those things being added in one form or another into the game.\u201d\u00a0<\/p>\n<p>One challenge Techland, and ultimately every studio that finds success, is facing with post-launch plans is finding a way to satisfy not just this section of the player base or that, but ideally, every part of it. Smekta\u0142a says you have to think of everything, and types of content that will satisfy the different needs of the entire \u201cvery varied\u201d community. That\u2019s what the next five years of Dying Light 2 are about, but right now, Techland is very focused on Year One.\u00a0<\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/2022\/03\/23\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\" rel=\"noopener\">Click here to view embedded media<\/a><\/p>\n<p>\u00a0 <\/p>\n<p>\u201cWe have already revealed a very high-level roadmap for the first year, but as players will soon discover, we will add more to that first-year roadmap..and we will invite them to actually discover more content that will drop within the first year,\u201d Smekta\u0142a says.\u00a0<\/p>\n<p>Speaking in broad strokes, he says the first year of content will include some focus on online play, some focus on single-player content, and some on the game\u2019s narrative. Other drops will be related to the game\u2019s platforming elements, like the new parkour trials recently added to the game in an update, while others will be about the melee-focused combat. Smekta\u0142a hopes all of this and everything else planned for Dying Light 2 is, above all else, surprising. He likens the team\u2019s hopes for DLC to Forrest Gump\u2019s famous \u201cbox of chocolates\u201d line in that ideally, with Dying Light 2\u2019s DLC, you never know what you\u2019re going to get.\u00a0<\/p>\n<p>\u201cWe don\u2019t want to fall into this repeating pattern where players will kind of know what to expect from us,\u201d he says. \u201cHaving said that, for example, the first story DLC that we have promised, I\u2019ve seen a lot of speculation online about what it will be and I can say confidently that they\u2026weren\u2019t close to the mark.\u201d\u00a0<\/p>\n<p>Anyone that\u2019s completed Dying Light 2 knows that its story concludes with some definitive choices. Those choices are up to the player, of course, but it leaves protagonist Aiden and his allies and enemies in some interesting places, especially when you consider where to go with story DLC. The team is sidestepping that challenge for now by developing narrative content that happens \u201csideways to the main events.\u201d\u00a0<\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/2022\/03\/23\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\" rel=\"noopener\">Click here to view embedded media<\/a><\/p>\n<p>\u00a0 <\/p>\n<p>\u201cAt some point, we will actually start adding to the events that happened at the end of the game,\u201d Smekta\u0142a says. \u201cWe have some ideas. On paper, as they are implemented right now, it seems promising, but definitely, this will be a challenge.\u201d<\/p>\n<p>Despite the challenges facing the team, Smekta\u0142a says the word he\u2019d use to describe what everyone\u2019s feeling is \u201cexcitement.\u201d Excitement that the game is out, excitement that it\u2019s resonated with fans, and excitement about what\u2019s to come in Dying Light 2.\u00a0<\/p>\n<p>\u201cWe really just can\u2019t wait to see people that are interacting with this stuff and some of the ideas that we have because some of the things we are adding is, simply put, quite unique,\u201d Smekta\u0142a says. \u201cSome of it is us betting on ideas that are maybe a little out of the box. We\u2019ll see what the community thinks, but I\u2019m feeling really positive about it. All of this will unfold within the next, as I said, few weeks and will be in player hands within the next one to three months.\u201d<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/2022\/03\/23\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Platform: PlayStation 5, Xbox Series X\/S, PlayStation 4, Xbox One, Switch, PC Publisher: Techland Developer: Techland Release: February 4, 2022 (PlayStation 5, Xbox Series X\/S, PlayStation 4, Xbox One, PC), TBA (Switch) Rating: Mature Dying Light 2 Stay Human was released on February 4 to largely positive reviews and massive\u00a0player count\u00a0numbers, especially compared to that of the first Dying Light. It remains one of the highest-scoring games Game Informer has reviewed this year, receiving a 9.5 out of 10, and in less than 24 hours after release, Dying Light 2\u2019s PC player count peak surpassed Dying Light\u2019s all-time high peak.\u00a0 By all accounts, Dying Light 2 was a massive success for Techland, which had been working on the sequel for years. Getting to that success&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/whats-next-for-dying-light-2-an-interview-with-its-lead-game-designer\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":541897,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-541896","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>What\u2019s Next For Dying Light 2: An Interview With Its Lead Game Designer | Arcader News<\/title>\n<meta name=\"description\" content=\"Platform: PlayStation 5, Xbox Series X\/S, PlayStation 4, Xbox One, Switch, PC Publisher: Techland Developer: Techland Release: February 4, 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