People have started spending time with digital tools and virtual worlds to escape reality's horrors. However, designed spaces are more than the players' needs, especially those digital games that their stories involve urban environments. This inefficiency causes spending futile efforts both in time and cost for the digital games' productions; The urban environments in these digital games are replicas of real-world cities. Some companies use some techniques for downgrading replicas. Therefore, this study aims to uncover the used techniques for designing Tom Clancy's The Division (2016). By using reverse engineering methodology and qualitative comparative analysis, the in-game map compared with the real-world map. Based on the results, the used techniques allowed the designers to scale down the game environment to be 2.5 times smaller than the actual city. Rather, verisimilitude is achieved by combining sufficiently accurate elements to give the impression of complete accuracy. By implementing the results of this research, designers can develop smaller replicas to be perceived as more extensive.