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LDD Confidential Crysis 2 Level Design Document: Data Dump Crysis 2 Version 3.0 Position Title Name Signature Level Designer Jimmy “Squints” Lewis Designer: Jimmy “Squints” Lewis Document Date: May 2, 2014 Intended Level Delivery Date: November 2014 Jimmy “Squints” Lewis Page 1 of 30 1/22/2015

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Page 1: Level Design Document: Data Dump - Jimmy · PDF fileLDD Confidential Crysis 2. Level Design Document: Data Dump Crysis 2. Version 3.0. Position Title Name Signature Level Designer

LDD Confidential Crysis 2

Level Design Document: Data Dump Crysis 2

Version 3.0

Position Title Name Signature Level Designer Jimmy “Squints” Lewis

Designer: Jimmy “Squints” Lewis Document Date: May 2, 2014 Intended Level Delivery Date: November 2014

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Document Revisions Table

Version Description Requestor Date

1.0 Initial Document – All sections filled in, focus on rooftop area for initial LD4 level section Jon Skinner 5/2/2014

2.0 Added detailed sections for city streets and lab

warehouse. Removed Subway area. Made changes based on version 1.0 feedback.

Jon Skinner 7/29/14

3.0 Changed time of day to night, adjusted enemy placement, made adjustments to level flow and progression, updated

reference Images Michael McCoy 11/1/14

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Table of Contents Table of Contents .......................................................................................................................................... 3

Table of Figures ............................................................................................................................................. 5

Quick Summary ............................................................................................................................................. 6

Hook(s) ...................................................................................................................................................... 6 Gameplay Highlights ................................................................................................................................. 6 Setting Summary ....................................................................................................................................... 6 Mission Difficulty....................................................................................................................................... 6 Mission Metrics ......................................................................................................................................... 7

Characters ............................................................................................................................................. 7

Visual Themes ....................................................................................................................................... 8

Key Theme References .............................................................................................................................. 9 Level Summary ............................................................................................................................................ 11

Campaign ................................................................................................................................................ 11 Context ................................................................................................................................................ 11

Backstory ............................................................................................................................................. 11

Aftermath ............................................................................................................................................ 11

Objective(s) ............................................................................................................................................. 11 Overview Map ......................................................................................................................................... 12 Level Flow ................................................................................................................................................ 12

Flow Summary .................................................................................................................................... 12

Level Details ................................................................................................................................................ 13

Gameplay Area Breakdown Map ............................................................................................................ 13 Detailed Walkthrough ............................................................................................................................. 14

Area 1: City Streets with Military Checkpoint / Alleys ........................................................................ 14

Initial Loadout ..................................................................................................................................... 14

Gameplay/Story .................................................................................................................................. 14

Text and Dialog ................................................................................................................................... 14

Visual References ................................................................................................................................ 15

Perspective Shots ................................................................................................................................ 18

................................................................................................................................................................. 19 Area 2: Lab Warehouse ........................................................................................................................... 19

............................................................................................................................................................ 19

Initial Loadout ..................................................................................................................................... 19

Gameplay/Story .................................................................................................................................. 19

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Text and Dialog ................................................................................................................................... 19

Visual References ................................................................................................................................ 20

Perspective Shots ................................................................................................................................ 23

Area 4: Rooftops ..................................................................................................................................... 24 Initial Loadout ..................................................................................................................................... 24

Gameplay/Story .................................................................................................................................. 24

Text and Dialog ................................................................................................................................... 24

Visual References ................................................................................................................................ 25

Characters/Vehicles Introduced ......................................................................................................... 26

Perspective Shots ................................................................................................................................ 27

Critical Asset List ......................................................................................................................................... 28

Additional Asset List .................................................................................................................................... 28

References .................................................................................................................................................. 29

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Table of Figures Figure 1: Alcatraz (Fake Prophet) .................................................................................................................. 7 Figure 2: Dr. Gould ........................................................................................................................................ 7 Figure 3: Lab Warehouse Contact Sheet ....................................................................................................... 9 Figure 4: City Streets Contact Sheet ............................................................................................................. 9 Figure 5: Alley Contact Sheet ........................................................................................................................ 9 Figure 6: Rooftop Contact Sheet ................................................................................................................. 10 Figure 7: Data Dump Level Overview Map ................................................................................................. 12 Figure 9: Data Dump Full Map .................................................................................................................... 13 Figure 10: City Streets Contact Sheet ......................................................................................................... 15 Figure 11: City Streets Lighting Reference .................................................................................................. 16 Figure 12: Alley Lighting Reference ............................................................................................................ 17 Figure 13: City Streets Perspective Reference ............................................................................................ 18 Figure 14: Alley Perspective Reference ...................................................................................................... 18 Figure 14: Warehouse Lighting Reference .................................................................................................. 21 Figure 15: Lab Lighting Reference ............................................................................................................... 22

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Level Abstract

Quick Summary “Data Dump” is a single-player level for Crysis 2 that replaces the Lab Rat mission. It tasks players with the same goal of the Lab Rat level, infiltrating the lab and destroying the computer inside, per Gould’s instructions.

Hook(s) The gameplay of “Data Dump” allows players to utilize their wide array of skills and abilities to break into the lab, destroy the computer, and get out of the lab, all framed within the context of various lines of dialogue that tell a story and make the player feel critical to Gould’s operations.

Gameplay Highlights Highlights include fighting a number of different enemies, blowing up a gate of a military blockade, destroying a computer, and combating waves of enemies, all while taking advantage of the suit’s armor and stealth capabilities.

Setting Summary Theme An intense seek and destroy style mission Mood Tense and critical Setting Modern day New York City, downtown area Time of Day Nighttime , 10pm-12am Season Late Spring Weather Partly Cloudy

Mission Difficulty Position Difficulty Reasons

Beginning 5 The player encounters the first set of enemies and must find a way through the checkpoint. These enemies serve as an introduction to the level. They are easy if the player takes advantage of proper cover. Objective markers walk the player through the process of blowing up the checkpoint gate.

Middle 6 The difficulty ramps up slightly in the lab warehouse where the player must engage with multiple enemies in tight quarters. Flanking enemies can cause difficulties if the player is not careful with their positioning.

End 7 After the player escapes the lab warehouse and proceeds up onto the rooftops, the player encounters the final waves of enemies. The first wave is already on the roof and alerted to the player’s presence. An additional wave spawns when that first wave has been defeated and the player moves towards the goal.

Scale: 1-10 (1 is Easiest and 10 is Hardest)

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Mission Metrics Play Time 10-12 minutes Critical Path ~ 1,188 Crysis units (meters) Physical Area Total area: ~ 4,032 sq. Crysis units (meters)

Length: ~ 240 Crysis units (meters) Width: ~ 168 Crysis units (meters)

Characters Character Description

Alcatraz (as mistaken for Prophet)

Figure 1: Alcatraz (Fake Prophet)

Alcatraz is a combat hardened marine who finds himself in the middle of the fray that is currently taking place in New York. Alcatraz has just encountered a super soldier named Prophet who, before taking his own life, put Alcatraz into his technologically advanced Nanosuit. He is currently in contact with Dr. Nathan Gould who still thinks he is communicating with Prophet. Confused, he listens to Gould and follows Gould’s directions, hoping that clarity about the recent events will soon come.

Dr. Nathan Gould

Figure 2: Dr. Gould

Dr. Nathan Gould is a former biological nanotechnologist researcher at Hargreave-Rasch Biomedical. At the time of the mission, Gould’s motives are unclear. He was previously working with Prophet, but is now working with Alcatraz, unaware that it is actually Alcatraz in the Nanosuit.

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Visual Themes Theme Description

City Streets / Military Checkpoint (Exterior)

This area displays the building flanked streets of New York City. The city street contains abandoned and combat-damaged vehicles, large buildings made up of offices, apartments, and storefronts, as well as various city street details, like streetlights, fire hydrants, etc. Vehicle and building wreckage block the street at one end, and a military checkpoint prevents player movement at the other end. This area contains a military presence, housing one soldier in the checkpoint tower and four soldiers patrolling the street.

Lab Warehouse (Interior)

The lab is the previous workspace of Dr. Nathan Gould. It houses all his technology and office space. Various chemicals, computer hardware, and technology fill the space’s upper floor, while the lower floor serves as a warehouse area. The lab’s walls and floors show the effects of combat. Two soldiers guard the lower floor of the building, while three soldiers patrol the upper floor, looking for Dr. Gould’s research.

City Rooftops (Exterior)

The city rooftops feature gameplay that takes place on top of the large buildings found in New York City’s downtown area. Rooftop gardens, water towers, and air conditioning units fill the space. Debris, graffiti, scaffolding, fire escapes, gutters, and solar panels also exist on top of these buildings and help give the environment life.

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Figure 4: City Streets Contact Sheet

Figure 3: Lab Warehouse Contact Sheet

Key Theme References

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Figure 6: Rooftop Contact Sheet

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Level Summary

Campaign

Context After the FDR level, the player finds himself or herself in an alley that empties into the busy city streets of New York. “Data Dump” replaces the Lab Rat level, as the player completes the same main objective and ends by sitting in the cradle so that Gould can scan the Nanosuit.

At the start of the level, the player hears a voiceover from Gould, informing them that the soldiers have found the lab and are currently inside. This task sets the player on their way, forcing them out into the street where they discover the military checkpoint blocking their path. This gives the player their first obstacle. Throughout this section, as well as the entire mission, the player hears voiceovers from Gould instructing the player where they must go and what they must do.

Backstory Alcatraz finds himself in a powerful Nanosuit after a mysterious soldier named Prophet put him into and took his own life. He now hears a man named Gould in his ear, directing him to various locations and objectives. Having no other choice, he trusts Gould and attempts to see where this adventure will take him.

Aftermath After this mission is over, the story progresses to the Gould cut scene and onward to the downtown level.

Objective(s) • Find the lab and destroy the computer that contains Gould’s research

o Find a way through the military checkpoint Eliminate the military patrols Survive

o Enter the lab Eliminate the soldiers inside Destroy the computer

• Escape the lab and meet up with Gould o Make your way onto the rooftops

Kill enemy soldiers Survive

o Meet Gould and sit in the cradle

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Overview Map

Figure 7: Data Dump Level Overview Map

Level Flow

Flow Summary 1. Area 1: City Streets with Military Checkpoint – Data Dump begins with a fade in as the player

finds himself or herself in an alley. They hear a voiceover from Gould telling them that the soldiers have found the lab and instructing them to find it and get in there. This is the main objective. The player makes their way out of the alley and onto the streets. They encounter soldiers here for the first time as the come across the checkpoint. The player engages with the soldiers, killing all of them. The player explores the environment a gate attacked to the checkpoint. A text layover prompts them to plant a bomb on the gate, get to cover, and trigger the bomb. An objective marker directs the player through the alley and to the lab warehouse.

2. Area 2: Lab Warehouse – The player enters the lab warehouse and engages the various soldiers inside. After all the soldiers on the first floor are defeated, a voice over and an objective marker direct the player upstairs. Gould informs the player that there are three soldiers upstairs. They must kill the soldiers. After engaging with the enemies, Gould directs the player to destroy the computer and get out of there. The player leaves the lab warehouse out of a separate exit, and a path leads them to the rooftops.

3. Area 4: Rooftops – The player makes his or her way up onto the rooftop. There, they encounter more soldiers. A second wave of enemies spawns after the first has been defeated. After the battle, the player hears Gould directing them to his location. An objective waypoint appears, and the player follows it to the location. There, they meet up with Gould and sit in the cradle to have their suit analyzed. The game continues on to the Gould cut scene

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Detailed Design

Level Details

Gameplay Area Breakdown Map

Figure 8: Data Dump Full Map

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Detailed Walkthrough

Area 1: City Streets with Military Checkpoint / Alleys

Initial Loadout • Scarab Assault Rifle with full Ammo • Full Health • Nanosuit cloak • Nanosuit shields

Gameplay/Story 1. The player begins in an alley filled with debris and rubbish. A voice over from Gould plays,

informing the player that the soldiers are in Gould’s lab and are looking through his files. It is imperative that the player find the lab and destroy the computer before the soldiers find it.

2. Players make their way out of the alley, as it is the only path available to them. There they encounter their first obstacle in the form of a military checkpoint. A voice over from Gould informs players that that they must find a way through the checkpoint. Soldiers patrol the area, and the player takes out all soldiers in their way.

3. An objective marker marks the gate of the checkpoint. The player plants a bomb on the gate, takes cover behind the nearest car, and detonates the bomb. The bomb blows the gate open.

4. The player proceeds through the gate towards the warehouse.

Text and Dialog

Objective Text • Find Gould’s lab • Find a way through the military checkpoint

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• Plant a bomb on the gate • Get to cover • Detonate the bomb

Dialog/Script 1. "Ah, shit. They're in the lab, Prophet. You've gotta get in there before they find anything. I'm

counting on you man." - Gould (dialogue line 570)

Visual References

Figure 9: City Streets Contact Sheet

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Figure 10: City Streets Lighting Reference

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Figure 11: Alley Lighting Reference

Theme The city streets area is located in downtown Ney York City. The streets contain various construction objects, rubble, debris, and a few trees. A couple abandoned and destroyed cars also sit on the streets. Large debris block the player’s path at the west end. A large, gated military checkpoint blocks the other. Enormous buildings line the streets. Within the alleys, players find dark and dirty areas. Trash, graffiti, and rubble make the alleys feel like a dilapidated, yet efficient place to hide.

Characters/Vehicles Introduced • Enemy Grunt Soldiers

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Perspective Shots

Figure 12: City Streets Perspective Reference

Figure 13: Alley Perspective Reference

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Area 2: Lab Warehouse

Initial Loadout • This does not apply to this area

Gameplay/Story 1. The player approaches the warehouse. Two enemies stand guard outside. The player kills these

two enemies. 2. The player enters the lab warehouse to find two enemies patrolling the bottom floor. The player

kills these two enemies and proceeds to an elevator, which will take them to the upper level. 3. While riding the elevator, a voice over from Gould informs the player that there are three

enemies patrolling the upper level. Once the elevator has stopped, the player exits onto the upper level and kills all three enemy grunts.

4. An objective marker points the player to a computer. A voice over from Gould instructs the player to destroy the computer and escape the building. After shooting the computer, the player proceeds down a stairwell and outside the lab warehouse.

5. An objective marker points the player to the rooftops, and they begin their ascent by climbing up the scaffolding on the read of the warehouse.

Text and Dialog

Objective Text • Enter the lab • Take the elevator to the upper level • Eliminate all enemies • Destroy the computer

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• Escape to the rooftops

Dialog/Script 1. "Alright, I got you on security cam. Look, there are three guys up there. Drop 'em before they

find anything." – Gould (dialogue line 588) 2. "Trash that terminal and get out of there, Prophet. I saw a chopper heading your way. You gotta

move fast." – Gould (Dialogue line 607)

Visual References

Figure 14: Lab Warehouse Contact Sheet

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Figure 15: Warehouse Lighting Reference

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Figure 16: Lab Lighting Reference

Theme The theme of this area is a combination warehouse and lab. Boxes, shelving, and factory lighting fill the first floor. Textures are old and run down brick, concrete, and plaster. The upper floor of the lab contains the lab portion. A variety of computers, desks, and other office furniture and objects litter this area. This level is much cleaner than the lower level and contains brighter lighting.

Characters/Vehicles Introduced None

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Perspective Shots

Figure 16: Warehouse (Lower Floor) Perspective Reference

Figure 17: Lab (Upper Floor) Perspective Reference

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Area 4: Rooftops

Figure 18: Rooftops Area Breakdown

Initial Loadout • This does not apply to this area.

Gameplay/Story 1. Upon climbing to the top of the warehouse, the player finds an elevator to the rooftops of the

taller surrounding buildings. The player rides the elevator while a voice over from Gould plays indicating that he wants to meet up with the player to scan his suit with a cradle. The location of the meeting spot is marked with an objective marker.

2. After hopping down to an adjacent building, the player encounters their first enemy. All enemies on the rooftops have the basic automatic weapon. The player engages with this first enemy, as two more descend upon the player. An objective text popup tells the player to eliminate all enemies.

3. After killing the soldiers, the player continues forward on the rooftops. A second wave of enemies appears and rushes the player. The player takes out all enemies and proceeds forward.

4. The player hops another alleyway to the roof that the enemies were previously blocking. The player finds a small scaffolding elevator on the other side. Stepping onto the elevator triggers the elevator to plummet, free falling, but allowing the player to survive the fall damage. The player proceeds inside a building to meet up with Gould.

Text and Dialog

Objective Text • Find a way out of the lab warehouse • Eliminate the enemy soldiers • Ride the scaffolding elevator down to the street • Proceed to Gould’s location • Sit in the cradle

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Dialog/Script • “Oh, man, you're still there. Oh, thank god. Listen, I'm sending coordinates to the suit. It's not

that far. I've got a cradle set up here too, superannuated CryNet stock, took it out of storage when I quit. Not as powerful as the one in the lab, but it'll have to do." – Gould (dialogue line 631)

• "Okay, I'm in. You'd better get down here fast. They're sending reinforcements from the Prism. We don't have much time." – Gould (dialogue line 809)

• "Right in there. Got a cradle rigged, same basic as out on the island, just a bit less power. Let's get you checked out." – Gould (dialogue line 643)

Visual References

Theme The city rooftops feature gameplay that takes place on top of the large buildings found in New York City’s downtown area. Rooftop gardens, water towers, and air conditioning units fill the space. Debris, graffiti, scaffolding, fire escapes, gutters, and solar panels also exist on top of these buildings and help give the environment life.

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Figure 19: Rooftops Architecture Contact Sheet

Figure 20: Rooftops Lighting Contact Sheet

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Figure 21: Rooftops Perspective Reference

Characters/Vehicles Introduced • None

Perspective Shots

Figure 22: Scaffolding Elevator Perspective Reference

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Critical Asset List

Asset Name Type Use Exists? Link/Pic Downtown Buildings (Full Package)

Meshes Various Buildings to line streets Yes n/a

Barriers.plasticbollard26 Mesh Checkpoint block Yes n/a

fdr_warehouse (full package) Meshes Lab warehouse environment Yes n/a

Rooftops (full package) Meshes Roof environments Yes n/a

Dialogue line 570 Sound Dialogue to progress story Yes n/a Dialogue line 700 Sound Dialogue to progress story Yes n/a Dialogue line 728 Sound Dialogue to progress story Yes n/a Dialogue line 588 Sound Dialogue to progress story Yes n/a Dialogue line 607 Sound Dialogue to progress story Yes n/a Dialogue line 624 Sound Dialogue to progress story Yes n/a Dialogue line 631 Sound Dialogue to progress story Yes n/a Dialogue line 809 Sound Dialogue to progress story Yes n/a Dialogue line 643 Sound Dialogue to progress story Yes n/a

Additional Asset List Asset Name Type Use Exists? Link/Pic

Downtown Ambient (Full Package) Meshes Sidewalks, barriers, cars Yes n/a

Props door a metal Meshes Door in alley Yes n/a Props street furniture Meshes Billboards, benches, trash, clutter Yes n/a

Props building furniture Meshes Satellite dishes, air conditioners, etc. Yes n/a

Props generic rubble Meshes Rubble and clutter Yes n/a

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References Contact Sheet Images:

NYC Rooftops - http://graphics8.nytimes.com/images/2005/01/06/arts/06danc.1.650.jpg

Warehouse lab - http://dodgemotorcar.com/factories/hamtramck/images/090403pr.jpg

NYC Subway Tunnels - http://nonsenseofthetruth.files.wordpress.com/2011/10/dsc_0383-copy.jpg

NYC Streets - http://cache.desktopnexus.com/thumbnails/1627330-bigthumbnail.jpg

NYC Roof Lighting 1 - http://designlifenetwork.com/wp-content/uploads/2013/07/Best-Roof-Top-Bars-940x550-1.jpg

NYC Roof Lighting 2 - http://images.landscapingnetwork.com/pictures/images/500x500Max/site_8/just-terraces_1305.jpg

NYC Roof Lighting 3 - https://c2.staticflickr.com/4/3523/3932664157_dee7fa3c96.jpg

Warehouse Lighting 1: http://eat3d.com/files/warehouse002.jpg

Warehouse Lighting 2: http://th09.deviantart.net/fs23/PRE/i/2009/241/4/7/Warehouse_3_dark_by_Chamelion117.jpg

Warehouse Lighting 3: http://coolcitylights.net/uploads/3/1/9/6/3196660/1857261_orig.jpg

Lab Lighting 1: http://www.ddarchitecture.com/images/portfolio/ucr-fawcett-laboratory-3.jpg

Lab Lighting 2: http://www.datacenterknowledge.com/wp-content/uploads/2011/04/Server-room6.jpg

Lab Lighting 3: https://hpc.uni.lu/images/carousel/Belval6thFloor20130220.jpg

City Streets Lighting 1: http://fc03.deviantart.net/fs39/i/2008/345/5/0/night_city_street_by_moruda.jpg

City Streets Lighting 2: http://www.adventuresofagoodman.com/wp-content/themes/goodman/function/imageuploads4/12520/A%20Hong%20Kong%20city%20street%20at%20night.jpg

City Streets Lighting 3: http://newmediaresources.net/videos/Night_On_The_Town.jpg

Alley Lighting 1: https://thisismynorthwest.files.wordpress.com/2013/02/20130217-190033.jpg

Alley Lighting 2: http://th08.deviantart.net/fs71/PRE/f/2011/364/1/4/night_alley_by_earthbanished-d4krlhg.jpg

Alley Lighting 3: http://www.inretrospectpodcast.com/wp-content/uploads/2012/05/alley-night.jpg

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Other Images:

Various Crysis 2 game Screenshots

Background Information:

Character Descriptions - http://crysis.wikia.com/wiki/Crysis_Wiki

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