Level Design Documentation
Jersey City Medical Centre
The goal was to design a level supporting a new fetch mission with approximately 30 minutes of gameplay following the story of The Division 2. I chose to use this Jersey City Medical Centre area of Jersey City for the level map.
I went with the True Sons faction as the player’s enemy that controls the medical center’s main building.
The player is tasked to retrieve a crate of medical supplies through enemy territory.
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Advanced Locomotion System (ALS) is used for the Third Person template.
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Blender for additional meshes in the blockout.
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Unreal Engine 5 for level & mission creation.
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Total Grade of Module: 92.45% (A)

Mission Design
Premise
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Retrieve a crate of medical equipment from a base of True Sons.
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Leader of True Sons burst in on a van with a crate of explosives.
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Players eliminate leader.
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Players pick up a remote detonator and blasts the van to open the exit.
Details
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Progress is based on triggers and specific enemy eliminations.
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Created with the “EZObjectives” plugin.

Level Flow

1. Courtyard
Fight through the front defences to reach the main building, choosing either direct or stealth route in the second half of the Courtyard.

2. Triage (Rest Point)
Take a breather and restock on ammo.

3. Reception
First close quarter combat within the hospital.

4. Hallway
Fight through a few enemies in the snaky hallway.

5. Terrace
Choose either the direct or stealth route while being pinned down by mounted LMG fire.

6. Stairs (Rest Point)
Take a breather and restock on ammo.

7. Emergency
Advance further into the room to reach the lift while avoiding RPG fire.

8. Office
A small breathing space at the lift before fighting through a few clustered enemies in very close quarters.

9 (a). Observation
Fight through a 2-room area and activate a generator.

9 (b). Rooftop
The generator from Observation will trigger an explosion that opens up this area for an outdoor fight. Battle against a tougher enemy like the Heavy Weapons.

10. Corridor (Rest Point)
Take a breather and restock on ammo.

11. Atrium
Choose stealth or direct path to eliminate enemies, pick up mission target, and avoid mounted LMG fire.

12. Finale (Boss Fight)
Fight 2 waves of enemies until boss shows up on a van of explosives.
Intensity Chart

Key Features

Resupply Box
Marked in blue for players to restock their ammunition and health.

Affordance Cues
Marked in yellow for players to climb on.

Mounted Light Machine Gun (LMG)
Marked in dark red. Enemies can shoot at players with this object.

Explosive Barrels
Marked in dark red for easy enemy eliminations.

Covers
Marked in orange for players to crouch behind when in and out of combat.

Mission Targets
Marked in purple or green for mission objectives.
Enemy Archetypes

1. Assault
Generic enemy type carrying an assault rifle.

2. Rusher
Close range enemy equipped with a shotgun.

3. Thrower
Medium range enemy throws grenades to flush out players.

4. Sniper
Long range enemy equipped with a bolt action rifle.

5. Medic
Close to medium range enemy capable of laying down suppressive fire while mending their injured allies.

6. RPG
Medium to long range enemy equipped with an RPG to forcefully flush players out from staying too long in a cover.

7. Heavy Weapons
Medium range enemy equipped with a machine gun capable of laying down suppressive fire to pin players.

8. Tank
Close to medium range boss-type enemy equipped with a grenade launcher and shotgun.
Moodboard & Planning
1. Inspiration
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Real world hospitals and interior design renders.
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Games like The Last of Us (Firefly Hospital), Grand Theft Auto 4 (Hospital), and Grand Theft Auto 5 (Modded) for games designed for third person gameplay.
2. Research
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Level design principles write-up by Alexander Kullman, Senior Level Designer @ Gunzilla Games
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by Alexander KullmanDatabase of game design resources

A collection of real world architecture and interior designs I was inspired by.

Other games like Last of Us and Grand Theft Auto were huge inspirations for me.

A collection of real world architecture and interior designs I was inspired by.
3. Existing Mission
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Partially based on the Grand Washington Hotel mission.
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Initially planned for a reverse shootout but discarded that idea for a boss fight with waves.