Last of Us 2

Purpose: Create a TLOU level that pushes the player through challenges of human and infected AI in search of their group of friends. The player moves through a small Texas town towards the towns high school football stadium where FEDRA had setup a quarantine space.

The main focus of this level design was to create a linear progression toward a specific goal in a small town environment. Starting with a Google map image of a small town, I built the beginning area around it and then proceeded to focus on the mechanics that would be available to the player and the types of enemies they would encounter.

To create a variation in the level's verticality, I incorporated above ground and below ground areas for the player to explore, allowing them to climb up to higher areas and enter buildings. To ensure the player had a clear understanding of their progression, I used a landmark to signal a change in the path and to reward the player for moving closer to their goal.

Additionally, I incorporated the football stadium as the final destination to provide a sense of accomplishment and closure for the player's journey through the town.

Challenges

Pacing - In designing this level, my primary focus was on creating a sense of pacing and tension for the player as they navigated through an active and dangerous town filled with evil NPCs. To achieve this, I took inspiration from the design principles used by Naughty Dog and paced out each section of the level to give the player ample opportunities to engage the NPCs or sneak past them. To further heighten the suspense, I included areas of free space in between each section with NPCs, allowing the player to take a breath and recover from any damage taken or to craft more items based on their previous actions. This also helped to vary the gameplay experience, as players could choose to approach each section either aggressively or stealthily depending on their preference. Overall, my aim was to create a well-balanced level that kept players on edge while providing them with strategic choices and moments of respite.

Realism - Creating a believable and immersive world was a top priority when designing this level. To achieve this, I studied the characteristics of small towns and used real-life locations as references to develop a unique environment that felt authentic and believable. I ensured that the placement of buildings, streets, and landmarks were consistent with the geography and style of the location, while also incorporating gameplay elements that complemented the setting.