Tag Archives: Open world 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:

Thanks to environment artist for this mission, Patrick Metz.

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 – Overview

Summary

I joined Ubisoft Leamington in 2017, working as a level designer on Tom Clancy’s The Division 2, working on the open world in the base game and then mission content for the Year 1 Pass. After a few months prototyping on an unannounced project in 2020, I started working remotely for Ubisoft Toronto, inheriting mission content as the project approached its final deadlines.

Projects

Tom Clancy's The Division 2
The Division 2 Year 1 Pass
Far Cry 6
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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. For Adventure Worlds within my remit, I was responsible for researching, planning, pitching, implementing and polishing the entire World, working with other disciplines to bring each one to life and up to final quality.

I’ve put together a video overview of the entire World, showcasing its content and explaining my involvement in detail:

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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