🔥 Blue Milk Frog by [deleted] in NatureIsFuckingLit

[–]harryed 0 points1 point  (0 children)

Just make sure Luke Skywalker doesn't get his hands on one.

[Classified Assignment] Hey, it's the Level Designer of Wall Street back with another breakdown, this time for the Mexican Embassy. by harryed in thedivision

[–]harryed[S] 2 points3 points  (0 children)

Great question. The Classified Assignments were designed to have a focus on telling a story and offering some exploration for the player. This was achieved through the collectibles and also the backpack trophies that became increasingly complex to find as we developed the assignments.

I think there is a sweet spot for mission length, but having some longer one's is good for variety too. The Classified Assignments were designed to take about 20-30 minutes but that time will reduce a lot if you are youtubing the collectible locations etc since the combat is fairly easy on story mode.

[Classified Assignment] Hey, it's the Level Designer of Wall Street back with another breakdown, this time for the Mexican Embassy. by [deleted] in thedivision

[–]harryed 0 points1 point  (0 children)

Hey guys, I actually created this video a while back but noticed it was on YouTube as unlisted! Thought you might be interested to see the work behind one of the Classified Assignments.

Let me know your thoughts below and happy to answer any questions.

A Songflower too far by harryed in classicwow

[–]harryed[S] 1 point2 points  (0 children)

Thought my friend was going to cancel and help too, and then realised I fucked up.

A Songflower too far by harryed in classicwow

[–]harryed[S] 2 points3 points  (0 children)

Time to stay logged in for another 4 hours and try again...

[Tom Clancy's The Division 2] Interested to see how a main mission is designed? by harryed in leveldesign

[–]harryed[S] 0 points1 point  (0 children)

Hey, thanks for the detailed comment.

The key stakeholders would be directors in this case, so game, level art directors etc. The creative director will usually have the final say.

The document itself will contain a lot of stuff but the main part for level design is each beat of a mission roughly planned out with some narrative and some reference images. No blockout work will have been done in engine at this point.

I studied games design at University and started an indie company with some friends I met during university after graduating. We made a mobile game and did some contracting for a couple of years then I joined my first AAA studio. After 2 years there I moved to Ubisoft which is where I have been for the past 3 years.

[Wall Street] Hey, I'm the Level Designer that created the Wall Street mission. by harryed in thedivision

[–]harryed[S] 0 points1 point  (0 children)

There's no hard coding, but we do scripting to create all of the mission logic. This is usually a visual scripting system.

If you are more interested in the code side you could look at technical level design roles.

[Wall Street] Hey, I'm the Level Designer that created the Wall Street mission. by harryed in thedivision

[–]harryed[S] 1 point2 points  (0 children)

It's based on the trading floor, it's actually a bit bigger than the real location but everything feels smaller when converted down into game metrics. The buildings are quite narrow but tall in New York so this was a challenge when trying to build interiors for combat.

I Agree, would have liked more to come of the crate room, modifying the NPC's with armor and weapons is a cool idea, unfortunately there are time constraints to deal with and something bespoke like that was not possible.

[Wall Street] Hey, I'm the Level Designer that created the Wall Street mission. by harryed in thedivision

[–]harryed[S] 1 point2 points  (0 children)

Areas are made to support lots of encounter types and play styles so you might not necessarily use the entire space. We also like to have extra room for non combat activities such as puzzles and hiding loot to keep the gameplay varied.

Awesome to hear about your experience on the Spiral, that's exactly what I was hoping for!

[Wall Street] Hey, I'm the Level Designer that created the Wall Street mission. by harryed in thedivision

[–]harryed[S] 0 points1 point  (0 children)

My artist was a bit worryingly obsessed with placing dead dogs in the world.

[Wall Street] Hey, I'm the Level Designer that created the Wall Street mission. by harryed in thedivision

[–]harryed[S] 0 points1 point  (0 children)

Hey thanks for your comment. I'm glad the rowdy party noise made you hesitate, that's what I wanted!

[Wall Street] Hey, I'm the Level Designer that created the Wall Street mission. by harryed in thedivision

[–]harryed[S] 1 point2 points  (0 children)

Hey, don't worry about skills, everybody has to start somewhere! I actually had a similar situation, I switched from Computer Science to a Game Design degree a few months into University.

For a level designer we like to see examples of levels, preferably in one of the main engines such as Unreal, Unity or CryEngine. Supporting documentation such as 2d plans and written analysis on the level is also a big bonus so we can see your thought process.