This level was created to study the level design of The Division games. I aimed to capture the distinctive style of The Division 2. To achieve this, I reverse-engineered the game's metrics, analyzed reference levels, designed the level layout and blockout, and implemented a system of UI hints, a spawn system, and a navigation system to replicate the game's feel as closely as possible.
trailer
walkthrough
level layout
work scope
Level design documentation (LDD)
Quest flow design
Level layout
Metrics research & development
Blockout development
Enemy spawning system
Encounter design
Lighting placement
Subtitles system
Dynamic doors for encounters
Simple checkpoint system
software I used
Unreal Engine 5 (Blueprints)
Blender
Procreate
Adobe Illustrator
Adobe Premiere Pro
Adobe Audition
screenshots
design goals
I focused on gameplay first, aiming to create an engaging sequence of arenas that would be fun to play and replay. The narrative needed to be simple yet compelling enough to keep the player invested. I also challenged myself by basing the level on real-world architecture. One key lesson I learned was that I shouldn’t constrain myself to existing maps, instead, I should take creative liberties to prioritize gameplay.
blueprint development
Created a wave manager blueprint to control enemy waves dynamically.
Developed connected blueprints for spawn points and animated doors.
Developed a UI blueprint for game hints.
Added a simple subtitle system.
research & references
Analyzed metrics from the Division 2. Created a metrics gym.
Referenced art gallery layout in Mafia and expo layout from Division to achieve a fitting aesthetic.