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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.

  • Advanced Locomotion System (ALS) is used for the Third Person template.

  • Blender for additional meshes in the blockout.

  • Unreal Engine 5 for level & mission creation.

  • Total Grade of Module: 92.45% (A)

Mission Design

Premise

  • Retrieve a crate of medical equipment from a base of True Sons.

  • Leader of True Sons burst in on a van with a crate of explosives.

  • Players eliminate leader.

  • Players pick up a remote detonator and blasts the van to open the exit.

     

Details
  • Progress is based on triggers and specific enemy eliminations.

  • Created with the “EZObjectives” plugin.

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Level Flow

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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.

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2. Triage (Rest Point)

Take a breather and restock on ammo.

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3. Reception

First close quarter combat within the hospital.

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4. Hallway

Fight through a few enemies in the snaky hallway.

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5. Terrace

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

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6. Stairs (Rest Point)

Take a breather and restock on ammo.

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7. Emergency

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

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8. Office

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

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9 (a). Observation

Fight through a 2-room area and activate a generator.

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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.

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10. Corridor (Rest Point)

Take a breather and restock on ammo.

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11. Atrium

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

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12. Finale (Boss Fight)

Fight 2 waves of enemies until boss shows up on a van of explosives.

Intensity Chart

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Key Features

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Resupply Box

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

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Affordance Cues

Marked in yellow for players to climb on.

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Mounted Light Machine Gun (LMG)

Marked in dark red. Enemies can shoot at players with this object.

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Explosive Barrels

Marked in dark red for easy enemy eliminations.

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Covers

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

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Mission Targets

Marked in purple or green for mission objectives.

Enemy Archetypes

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1. Assault

Generic enemy type carrying an assault rifle.

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2. Rusher

Close range enemy equipped with a shotgun.

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3. Thrower

Medium range enemy throws grenades to flush out players.

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4. Sniper

Long range enemy equipped with a bolt action rifle.

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5. Medic

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

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6. RPG

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

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7. Heavy Weapons

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

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8. Tank

Close to medium range boss-type enemy equipped with a grenade launcher and shotgun.

Moodboard & Planning

1. Inspiration

  • Real world hospitals and interior design renders.

  • 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

3. Existing Mission

  • Partially based on the Grand Washington Hotel mission.

  • Initially planned for a reverse shootout but discarded that idea for a boss fight with waves.

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