June 5, 2023

Redesigned Intro of The Division 2: A Level Design Practice

This is a level design test finished within three days.

The level is a redesign of the intro part for Tom Clancy’s The Division 2. The goal is to help the player understand and learn all the basic key elements of the game. The level introduces one friendly NPC and one of the new enemy archetypes. When players experience the entire level, there is a rising dramatic curve in combats and objectives.

Two deliverables came out of the three days: the level design document (PDF, 2.5 MB) and a blockout of the level built in Unreal Engine. The video below walks through the blockout with a combat mechanics showcase; for the gameplay flow please check the document, which is reproduced in full after the video.

Level blockout walkthrough with combat mechanics showcase
Contents

Level Details

The enemy archetypes and the stats used in the gameplay flow tables are described in the two sections after this one.

Level Overview

Level overview: 2D top-down plan on the left, 3D blockout seen from above on the right
Level overview: 2D plan (left) and the 3D blockout from above (right). Beat 1 is at the bottom, Beat 2 (building and street) in the middle, Beat 3 at the top.

Beat 1

3D Blockout

Beat 1: 3D blockout
Beat 1: 3D blockout

Visual Art Reference

Beat 1: visual art reference
Beat 1: visual art reference. Screenshot from Tom Clancy’s The Division 2 (Ubisoft / Massive Entertainment).

2D Top-Down

Beat 1: 2D top-down map with legend
Beat 1: 2D top-down. The numbered labels are referenced in the gameplay flow below.

Gameplay Flow

Beat 1: gameplay flow chart
Beat 1: gameplay flow. The main flow runs down the left; the sub flows each step triggers are to its right.
Type Name Details End/Trigger Next
Main Flow Player Character Spawn Level begins. Player character spawns at (1). Spawn completed.
Main Flow Action: Pick up Assault Rifle Require the player to pick up the assault rifle at (2). Player picks up the assault rifle
Sub Flow Commander Speak 1 Audio: “Agent, be careful. We’ve got a few enemies approaching. Use the weapon.” N/A
Sub Flow HUD Update 1 Objective info: “Pick up Assault Rifle”; Mark on screen: assault rifle item object Main flow end
Main Flow Action: Enter the cover Require the player to enter the cover at (3). Player enters the cover
Sub Flow Commander Speak 2 Audio: “Now find your cover, and be prepared to fight!” N/A
Sub Flow HUD Update 2 Objective info: “Enter the cover”; Mark on screen: the cover at (3). Main flow end
Main Flow Combat: Wave 1 3 Assaults spawn randomly at (4) or (5). Initialize to combat state. 1 or fewer enemies left
Sub Flow HUD Update 3 Objective info: “Secure the area.” Combat: Wave 3 end
Main Flow Combat: Wave 2 2 Assaults, 1 Rusher spawn randomly at (4) or (5). Initialize to combat state. 1 or fewer enemies left
Main Flow Combat: Wave 3 4 Assaults spawn randomly at (4) or (5). Initialize to combat state. No enemies left
Main Flow Beat Finished Require the player to cross the exit point at (6) Player crosses the exit point
Sub Flow Commander Speak 4 Audio: “Good work, Agent. Now climb over the wall. Someone needs your help.” N/A
Sub Flow HUD Update 4 Objective info: “Climb over the wall”; Mark on screen: the exit point at (6) Main flow end

Beat 2

3D Blockout

Beat 2: 3D blockout of the street
Beat 2: 3D blockout, street
Beat 2: 3D blockout of the building
Beat 2: 3D blockout, building

Visual Art Reference

Beat 2: visual art reference for the street
Beat 2: visual art reference, street. Screenshot from Tom Clancy’s The Division 2 (Ubisoft / Massive Entertainment).
Beat 2: visual art reference for the building
Beat 2: visual art reference, building. Screenshot from Tom Clancy’s The Division 2 (Ubisoft / Massive Entertainment).

2D Top-Down

Beat 2: 2D top-down map with legend
Beat 2: 2D top-down. The numbered labels are referenced in the gameplay flow below.

Gameplay Flow

Beat 2: gameplay flow chart
Beat 2: gameplay flow. The main flow runs down the left; the sub flows each step triggers are to its right.
Type Name Details End/Trigger Next
Main Flow Player on Start Point Player reaches the Start Point at (1) Player reaches the Start Point
Main Flow Talk with NPC Agent Talk with NPC Agent NPC Agent speak end
Sub Flow HUD Update 1 Objective info: “Talk with Agent XXX.”; Mark on screen: NPC Agent at (2) Main flow end
Sub Flow NPC Agent Speak Audio from him with animations: “There are many enemies inside, and I cannot defeat them alone. Take this and let’s fight together.” N/A
Sub Flow Shotgun Item Spawn Trigger event: NPC Agent Speak end; Shotgun item spawns at the NPC agent’s position. Shotgun item spawned
Main Flow Action: Pick up Shotgun Require the player to pick up the shotgun. Player picks up the shotgun
Sub Flow HUD Update 2 Objective info: “Pick up Shotgun.”; Mark on screen: Shotgun Item Main flow end
Sub Flow NPC Agent Follow NPC Agent keeps following the player. Combat state active
Main Flow Combat: Wave 1 3 Assaults and 2 Rushers at all initial enemy positions 1 or fewer enemies left
Sub Flow Unlock Door 1 Unlock the door at (3) Door Unlocked
Sub Flow Initial Enemies Active Trigger event: Player opens the door at (3); Set all initial enemies combat state. N/A
Main Flow Combat: Wave 2 4 Rushers and 2 Snipers spawn randomly at (4) or (5). Initialize to combat state. 1 or fewer enemies left
Main Flow Combat: Wave 3 4 Assaults, 1 Sniper and 1 Tank spawn randomly at (4) or (5). Initialize to combat state. No enemies left
Main Flow Beat Finished Require the player to cross the exit point at the door (6) Player crosses the exit point
Sub Flow Unlock Door 2 Unlock the door at (3) Door Unlocked
Sub Flow HUD Update 3 Objective info: “Leave the building.”; Mark on screen: the door at (6) Main flow end
Sub Flow NPC Agent Leave NPC Agent goes out through the door at (3) and is destroyed. N/A

Beat 3

3D Blockout

Beat 3: 3D blockout
Beat 3: 3D blockout

Visual Art Reference

Beat 3: visual art reference
Beat 3: visual art reference. Screenshot from Tom Clancy’s The Division 2 (Ubisoft / Massive Entertainment).

2D Top-Down

Beat 3: 2D top-down map with legend
Beat 3: 2D top-down. The numbered labels are referenced in the gameplay flow below.

Gameplay Flow

Beat 3: gameplay flow chart
Beat 3: gameplay flow. The main flow runs down the left; the sub flows each step triggers are to its right.
Type Name Details End/Trigger Next
Main Flow Player on Start Point Player reaches the Start Point at (1) Player reaches the Start Point
Sub Flow Commander Speak 1 Audio: “Agent, we have received news that there are a large number of threats near the White House. Please be careful.” N/A
Sub Flow HUD Update 1 Objective info: “Secure the area.” HUD Update 2
Main Flow Combat: Wave 1 4 Assaults, 2 Snipers at all initial enemy positions 1 or fewer enemies left
Sub Flow Initial Enemies Active Trigger event: Player attacks or enters enemies’ sight; Set all initial enemies combat state. N/A
Main Flow Combat: Wave 2 2 Rushers, 1 Sniper, 3 Assaults spawn randomly at (2) or (3). Initialize to combat state. 1 or fewer enemies left
Main Flow Combat: Wave 3 4 Rushers, 2 Snipers, 2 Tanks, 3 Assaults spawn randomly at (2) or (3). Initialize to combat state. No enemies left
Sub Flow Drop High Velocity Ammo Trigger event: combat: Wave 3 end; Spawn High Velocity Ammo item at the position of the last dead enemy. N/A
Main Flow Action: Pick up High Velocity Ammo Require the player to pick up High Velocity Ammo. Player picks up the High Velocity Ammo
Sub Flow HUD Update 2 Objective info: “Pick up High Velocity Ammo.”; Mark on screen: High Velocity Ammo Item Main flow end
Main Flow Combat: Wave 4 1 Nano Armor Tank, 2 Snipers, 1 Tank, 5 Assaults spawn randomly at (2) or (3). Initialize to combat state. No enemies left
Sub Flow HUD Update 3 Objective info: “Eliminate the enemy leader and secure the area.”; Mark on screen: Nano Armor Tank Main flow end
Main Flow Beat Finished Require the player to cross the exit point at the gate (4) to enter the White House. Player crosses the exit point
Sub Flow Unlock Door 1 Unlock the gate at (4) Gate unlocked
Sub Flow HUD Update 4 Objective info: “Enter the White House.” Mark on screen: the gate at (4). Main flow end

AI Design

The AI archetypes used in this level, with a brief description and a brief combat-state behavior tree for each. (AI in the real game is far more complicated than this; these are only examples that give each archetype a different strategy in this level.)

Enemies

Assault

This archetype is the most common enemy found around the map. Assaults will usually engage players from a distance and will attempt to flank them if in cover. Although they may be weak, they can deal high damage when in large groups.

Brief combat state behavior tree of the Assault
Brief Combat State Behavior Tree of Assault

Rusher

Rushers are enemies equipped with shotguns. As their name implies, they rush toward the player, striking them and hosing them down with their shotguns, dealing massive amounts of damage at close range.

Brief combat state behavior tree of the Rusher
Brief Combat State Behavior Tree of Rusher

Sniper

The Sniper wields a sniper rifle that can deal heavy damage from long range. Snipers are very easy to kill as they have very low health.

Brief combat state behavior tree of the Sniper
Brief Combat State Behavior Tree of Sniper

Tank

Tanks wield Light Machine Guns and can dish out heavy damage to a player that’s not in cover. They will usually stand in the open and try to spray the player down with bullets. They’re heavily armored, bulky and slow, and easy to maneuver around, which makes them easy to spot in a group of enemies.

Brief combat state behavior tree of the Tank
Brief Combat State Behavior Tree of Tank

Nano Armor Tank (new archetype)

The Nano Armor Tank is similar to the Tank archetype (same behavior), but he has a full body nano armor powered by energy. When he is not shooting, his full body armor will be immune to all damage. Only when he is shooting does the armor on a random part of his body (trunk/limbs/head) become fragile and take damage from the player. He is invulnerable again 5 seconds after he stops shooting.

Friendly

NPC Agent

The NPC agent has mobility similar to the player’s, usually fights with an assault rifle, and has unlimited health. He fights from cover within a moderate range of the player and prioritizes the enemies that are attacking the player. When he gets shot, he moves to another cover or hides.

Brief combat state behavior tree of the NPC Agent
Brief Combat State Behavior Tree of NPC Agent

Stats

These stats are not for the final implementation in The Division 2. They are only used for prototyping, to give the playtest the intended game experience.

Character attributes

Character Type Health/Armor Weapon Optimal Combat Range for AI
Player Character 100 N/A N/A
Assault 100 Assault rifle 15-25
Rusher 50 Shotgun 5-10
Sniper 50 Sniper Rifle 35-50
Tank 300 Light machine gun 15-40
Nano Armor Tank 300 Light machine gun 15-40
NPC Agent Infinite Assault rifle 15-25

Weapon attributes

Weapon Type Damage per bullet RPM Optimal Range Magazine Capacity Reload Time Max Ammo Capacity
Assault rifle 10 750 25 30 1.1 800
Shotgun 4 x 10 (pellets) 120 10 8 0.5 (per round) 60
Sniper Rifle 60 90 50 5 2 30
Submachine gun 10 800 15 30 0.8 100
Light machine gun 15 500 40 100 2.5 1200

The original document: Level Design Document: Redesigned Intro, The Division 2 (PDF, 17 pages, 2.5 MB).

Tom Clancy’s The Division 2 is a trademark of Ubisoft Entertainment. The visual art references are screenshots of the game, used in the document as reference only; the level design, blockout, behavior trees and stats are my own work for this test.