Stuart Scott
Games Developer | Lead Level Designer

Archive

Category: World Design

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  • Date

    18 August

The Division 2

I am currently Lead Level Designer for the Open World in Tom Clancy’s The Division 2.

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  • Date

    7 May

The Division – Murray Hill

The design and creation of the Murray Hill area of Manhattan as represented in The Division was one of my primary responsibilities during the project’s development. Working closely with an Environment Artist, I contributed to the following throughout the area;

  • Conceptualise the space and the themes of the area in the game world and setting
  • Design all playable spaces and open world encounter locations
  • Create and arrange the game space cover layouts, navigation paths and exploration areas
  • Design and script the open world encounters throughout the area
  • Maintain and iterate the quality of the game space arrangement and encounter scripting based on playtests and peer reviews

My main ambition with the Murray Hill area was to convey a sense of chaos vs order in this slice of The Division’s Manhattan. This was primarily represented by the large Last Man Battalion (LMB) fortifications that split the area in two, with the chaos and lawlessness of the Riker controlled areas to the south of the wall in conflict with the totalitarian control of the LMB areas north of the divide.

The Queens Tunnel entrance provided a perfect pre-built defence for the LMB to establish their barricades that reminded me of a medieval moat which would serve to reinforce the walls of the LMB’s fortress! Penetrating the walls would throw players into the midst of the LMB forces, ultimately leading to their castle in the north, the UN Building.

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  • Date

    7 May

The Division – Hell’s Kitchen

As well as working on the Murray Hill area, I also designed and created the majority of the Hell’s Kitchen playable space in collaboration with a team of Environment Artists which included;

  • Designing the playable spaces and open world encounter locations
  • Create and arrange the game space cover layouts, navigation paths and exploration areas
  • Design and script the open world encounters throughout the area
  • Iterate upon the quality of the game space arrangement and encounter scripting based on playtests and peer reviews

Although I was not initially in a position to contribute to the conceptualisation of Hell’s Kitchen in The Division, I was still able to incorporate a lot of ideas throughout in my level design of the area. This included the design of two separate, thrilling, assault based side missions inside landmark buildings in the region, as well as an encounter situated on the open-air rail tracks nestled between the buildings designed to shift the power balance and surprise players.

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  • Date

    7 May

The Division – Stuyvesant Town

Stuyvesant was the first entire region of the open world in The Division that I was personally responsible for, and working in collaboration with a team of Environment Artists I contributed to the following throughout the area;

  • Conceptualise the space and the themes of the area in the game world and setting
  • Design the initial playable spaces and open world encounter locations
  • Create and arrange the whitebox game space cover layouts, navigation paths and exploration areas

Despite only working on the Stuyvesant region in its early stages of development, the area still remains one of my favourite level design challenges to date. Tonally, it was completely different to any of the other open world areas of The Division with its dense parkland, rolling landscaping and not a hint of the street grid layout that permeates throughout Manhattan. Not to mention the unique challenge this presented to convert the area into a compelling, beautiful space for cover-based shooting that still believably conveyed the real-world location.

I’m pleased to say that the majority of my initial level design and conceptualisation of the area remains in the final version of the game. What’s more, the team that took over from me did a brilliant job in creating what I still consider to be the most beautiful and visually interesting area of The Division!