Tag Archives: Level design

Tom Clancy’s The Division 2 – Rooftop Gardens

My main responsibility on the base game of The Division 2 was being the designer for one of the open world zones, researching, planning and implementing activities within that zone, including side missions. These are small linear missions, usually set inside one building or block, intending to provide around ten minutes of gameplay. In this video, I walkthrough one of these side missions, Rooftop Gardens, and provide some insight into the intentions behind the design:

Side missions like this were only a part of my responsibility on The Division 2 – for a more general insight into my role at Ubisoft Leamington, please visit this page.

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Ubisoft Leamington – Overview

For a detailed look at one of my side missions, please watch the Rooftop Gardens Side Mission Overview video.

Summary

I joined Ubisoft Leamington in 2017, enabling me to have the unique privilege of working in a small, intimate studio (fewer than 50 people when I joined) on a huge AAA title – Tom Clancy’s The Division 2.

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LEGO Dimensions – Sonic’s Adventure World

Whilst working at Tt Games I had the pleasure of being the designer for Sonic’s Adventure World in LEGO Dimensions. I’ve put together a video overview of the entire hub, showcasing its content and explaining what my involvement was during the whole process:

This is a typical example of what goes into making an adventure world, and it’s a process I was a part of multiple times through Dimensions’ ongoing development; a general overview of what I do at Tt and what I’ve worked on can be found here.

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Tt Games – Overview

For a video showing off Sonic’s adventure world and explaining my role in its creation, please visit this page.

Summary

Working in design at Tt from 2015-2017, I had the privilege of working on a large variety of notable IPs across four separate projects. I have summarised my role on each project below, but broadly speaking, and depending on the project’s stage of development, my role consisted of:

  • Implementing events and incidental gameplay myself using Tt’s in-house level editor and scripting languages
  • Designing each event (puzzles, quests, races, minigames) and collecting all the information into a concise but complete hub design document
  • Creating a blockout of an entire hub using SketchUp
  • Working with other departments to ensure that their created assets meet the requirements of both the design and the license-holder
  • Researching an IP, identifying key moments/set pieces/concepts that can be referenced or adapted into gameplay
  • Training new team members on both design principles and use of the tools, and maintaining the documentation wiki
  • Reviewing the work of junior team members
  • Fixing bugs, implementing feedback and maintaining old hubs as issues are identified through the development cycle

Projects

LEGO Marvel Super Heroes 2
Released November 2017

LMSH2 continues the story of the first LEGO Marvel Super Heroes game, including an whole new cast of characters and a new hub to explore; Chronopolis – a mishmash of various places and times, created by Kang the Conqueror.

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Multimedia II – Drag Queen

This is an old project, from my first year of University. It’s the first video game I ever made and it’s still one of my favourites, despite being extremely rough around the edges. It was the main project for the Multimedia II module, where, in pairs, we were tasked with creating a game using Adobe Director. Despite the technologies we were asked to use, I was thrilled to have made a game by the end of my first year, and the experience definitely gave me the game design bug.

If you wish to play the game, you can do so on this page. It requires the Shockwave plugin, and is at least 5 years old, so may not load correctly. If this is the case, I have provided some screenshots and animated gifs in the gallery at the bottom of the post.

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Week 10 – Go Right

Week 10 marks an exciting first for my Game a Weeks; happy collaboration. Please indulge in Go Right:

The controls are explained in-game. If you absolutely have to mute the audio, press the M key.

Credits

I’m going to start this post off by giving a huge shout out and thank you to the four other people who contributed to the game.

Tom Lamey is the enigmatic hero responsible for the lovely character design and great spritesheets that bring the protagonist to life. He also advised me on the general look of the game

For the music I counted on the talents of the insatiable Jack Drewry. He brought together a couple of rag tag musicians to aid him, collectively they’re known as Squid Tooth, but separately they go by their birth names of Jack, Laurie and Rowan.

I hope you agree that these four all helped raise the bar on my games with their contributions. I’ll talk more about how it all came together below.

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Week 5 – Physical Breakout

This is the fifth week of my Game a Week challenge. I didn’t have a clear goal this week but things really came together once I started experimenting on Friday, and this is the result:

The paddle follows the cursor, use a and d (or left and right cursor keys) to tilt the paddle slightly. Use the ball to destroy the blocks! I’ve clearly taken inspiration from the Breakout (or Arkanoid) series, but added a physics-y twist.

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Week 3 – Blink

So I’m actually incredibly happy with this one. It hits all the right buttons for me: it’s a novel gameplay mechanic, I implemented something technically challenging, and I think I’ve achieved a really nice atmosphere in general. I implore you to give this one a play.

Headphones are recommended. W, A, S and D to move, mouse to aim, M to mute the sound if you really want to, but I advise against it.

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