Week 11 / Spring Break Blog – Draft

Foreword

Every game development journey is filled with hurdles, revelations, and breakthroughs. This week, I faced all of the above when I received invaluable feedback from 4 different professionals; 3 lecturers and a senior level designer from Ubisoft! The level has now undergone a monumental transformation guided by this very feedback. It is now polished and immersive, nearly ready for submission post-spring break.

Overhaul

There are too many improvements to list in a single page, therefore I will list it out in drop downs for easy access.

Visual Cues

One of the feedback received was the addition of more visual cues to both subtly and directly guide players to the next chambers. I had to think of how real world hospitals had visual cues as well to guide patients to their respective rooms. Here, I have added 3 different cues:

Torch / Bright lights

A simple torch or bright lights like exit signs are used to indicate a doorway or an item of interest.

Floor Markings

Typically found in real world hospitals, these help people to navigate through complex facilities towards different departments without much difficulty.

Signage

Used to communicate with simple phrases for clear direction, especially in hospital situations where emergencies are a commonplace.

Improved Level Design

One of the most crucial pieces of feedback I received was the importance of breathing spaces to prevent constant surprise encounters the moment the players enter a new area. In response to this, I have not only added dedicated breathing rooms between chambers but also integrated spaces within the chambers themselves that allow for players to process their surroundings before engaging in combat.

I have designed these areas with the True Sons’ behaviour in mind as they are a nationalistic, far-right faction of former civil servants with a militaristic mindset. Given that they might be more aggressive and explosive in their tactics, I shaped their environment to reflect their chaotic nature, adding more debris, destruction, and disorder to reinforce this hostile presence.

Courtyard

Before Mission Start

I’ve expanded on the starting area to include a resupply box, the True Sons logo to indicate the faction within, and the integrated breathing space for players to scope out their surroundings ahead. The Assault enemy archetype placed atop the guard tower has also been chosen in place of a Sniper as they would have lesser range; being unable to spot the player in this distance.

Signage Visual Cue

The hospital served as a quarantine facility in the bygone era of The Division 2‘s storyline, therefore, I have added a signage that was left alone and used by the True Sons themselves.

Strategic Torch

Light sources can be found all over the level indicating the path forward. Since the True Sons faction are always belligerent in their ways, they wouldn’t have cared about cleanups, which is why they leave these lying around unused.

Reception

Breathing Space

I’ve reworked on this room to include the breathing space directly after the first door opens. Enemies are spaced farther back towards the inside of the reception with hospital partitions.

New Look

The room has been expanded deeper into the facility with the next room (Hallway) door at the very back. More Assault and Rusher archetypes now occupy this space.

Visual Cue

Another torch has been added here to indicate the next area, if it wasn’t already visible with the exit doors. It is also placed in a way that when the doors are opened, it shows the direction where the player should go next inside.

Hallway

More Breathing Space

I’ve also reworked on this room! It is now a snaky hallway with turns and combat areas. The initial space after the door is a long hallway for the players to prepare for next combat and features the floor markings for clear direction.

Additional Area

I’ve added an additional space in the layout. This is a shared area in the same room as the Reception but blocked off with partitions. The enemies in this room are unable to interact or respond to the players whilst they are not in this area.

Terrace

Added Challenge

I’ve added more enemies on the upper terrace for players who choose to climb up instead of fighting through enemies on the ground level.

Overhead Light

Added a light source and signage to indicate direction and exit.

Office

Remodeled Space

As with the previous rooms, this and the next room (Observation) feature a small breathing space. I’ve also expanded this room as I noticed there were unused spaces behind the walls.

More Enemies

Added 2 clusters of Rusher and Assault types to liven the room up, as opposed to the previous iteration where there were only 2 enemies.

Observation

Breathing Space

This is a brief breathing space for this room.

More Enemies

I’ve added more and smaller covers in between enemies to make it feel complete.

New Area

Acting on the feedback I received to expand this room out and onto the rooftop! After eliminating the last enemy in this room, a new area will open with an explosion that tears down the walls in the far end as a sequence. I’ve also shifted the next resupply room door.

Rooftop

I’ve simulated a rooftop scenery with simple blocks representing ventilation fans. In this space, there are a lot more enemies with a tougher Heavy Weapons archetype and Medic at the end. There is another torch on the floor by the next door as well.

Corridor

Expanded Room

As a result of the newly shifted door location, this breathing room has to be expanded. There is nothing of worth in this room except for the resupply box placed on the other wall to smoothen the layout of the room. It now actually looks like a corridor.

Atrium

Added Challenge

Acting on the feedback given by Ubisoft, I have added more challenge to this indirect stealth route by introducing Rushers and Assault enemies into this area with its own set of covers.

Finalised Intensity Chart

I have adjusted and finalised the intensity chart to include the new expansions to each room.