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The Division – Derailed

The Division

LEVEL DESIGNER
STUDENT

STUDIO : NONE
RELEASE : NONE
PATFORM : PC
TEAM SIZE : + 1
ENGINE : Unreal Engine

DERAILED – WALKTROUGH

ABOUT THE DIVISION – DERAILED

Derailed is set in a post-apocalyptic New York, where players must secure a vital supply drop in an abandoned train station. Built in just four days, this level was AN INITIATIVE FOR my Ubisoft Sherbrooke interview.

LEVEL DESIGN PROCESS

DOCUMENTATION

METRICS & LEVEL DESIGN KIT

GAMEPLAY DESIGN & ITERATIONS

FEEDBACK & PLAYTESTS

CORE INFORMATION

The level was created in just four days as part of a personal initiative to prepare for an
interview
, with limited time to work on it. If I were to improve it, I’d focus on enhancing the
layout to feel more organic. Adding interior side paths would help create a more immersive
train track environment, with electrical rooms breaking away from the current rectangular
design. I’d also introduce enemy waves, scripted events, and AI patrols to deepen the
gameplay experience. Overall, it was a fun project to develop, but it would have been even
more enjoyable with a team!

One challenge I encountered was creating fun ventage points for the player to look at the supply drop location. In the end came up with solutions.

RESPONSABILITIES

RESEARCH

When conducting research, I typically watch gameplay videos or play the game myself, if possible. Afterward, I create a Miro board to organize and analyze the information.

METRICS AND DOCUMENTATION

Before beginning my design process, I establish the metrics for my level and create a first 2D layout. This step is crucial for achieving the desired game feel.

CREATING A FUN EXPERIENCE

Once the metrics are established, the objective is to craft an immersive environment that enhances gameplay and provides players with a memorable experience.

FEEDBACK & ITERATIONS

Finally, comes playtesting.
Having my map tested by my peers is a crucial step in collecting feedback and refining the level.

“With a fair understanding of the development pipelines in Unity and Unreal Engine. My practical experience showcases a keen understanding of the game development process.
Additionally, I have successfully navigated projects using engines like GameMaker, demonstrating versatility and fearlessness in embracing new challenges. “

LD.LEAROSEGAGNON@GMAIL.COM

QUEBEC, CANADA