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THE LAST OF US 2
LEVEL DESIGN

Playthrough

Explore snowy chalets with shimmer

but watch out for the risk of avalanche!

OVERVIEW

Overview
Project Breakdown

PROJECT BREAKDOWN

Deadline: 3 Days

Made with Unreal Engine 4

Team: Solo

Playthrough: 4 minutes 

Implemented within TLOU 2's timeline

Top Down Map

TOP DOWN MAP

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2nd Floor

1st Floor

Cellar

2nd Floor

1st Floor

Legend

Player Start

Runners

Collectibles

Chest

End

Clickers

Artefact

Main path

TIMELINE

Day 1
Day 2
Day 3
Timeline
Concept Phase
Prototyping Phase
Documentation Phase

INTENTIONS

Intentions

The plot of the level : Avalanche.

Tease it gradually.

Playing with Shimmer.

Create a stronger link between Shimmer and players.

Creating scripted event.

Add more dynamism and linked the narrative with the gameplay.

Stealth Gameplay in fights.

USED BRICKS

Main Brick
Used Bricks
AvalanchLogo.png

Avalanche

In order to make the environment more credible and to avoid involving the weather only at the end, the avalanche is used in several ways:

Prevent the player from going back

Direct and block the player

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Final Sequence : The Flee

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Snow starts to enter the chalet

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Players flee with Shimmer

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Other features

Finally, there are other features that the player will use or encounter during the level:

Part_II_Shimmer_infobox.webp

Shimmer

Runner.webp

Runners

Clicker_model_Part_II_edited.jpg

Clickers

Artifact.webp

Switchblade

TLOU_Flooded_Artifact6_Loc2-720x4051_edited.jpg

Rope

the-last-of-us-2-ellie-short-gun-holster-location.jpg

Movable Trash

LEVEL FLOWCHART

Level Flowchart

LEVEL DOCUMENTATION

Here is a part of the document explaining the whole level construction. Some of the information given by it has already been explained before. This information has been removed from this preview but is contained in the downloadable PDF.

This preview contains the level requirements that I have imposed, the level environment and lighting, the narrative context, and finally, all the situations explained more deeply.

Level Documentation
Downloadable PDF:

DESIGN TECHNIQUES

The different design techniques used in the level are mentioned in the document above.

Here is a short list of them:

Design Techniques
Teasing on start

Following the road, the player sees every possible entrance to the Grand Chalet. Each revelation is made one by one by blocking the view on the others.

Window on fights

Before some of the combats, the player can see the infected before fighting them.

For the first encounter, the player can even see the runner through the window on the 2nd floor.

POST MORTEM

In the time that I had, I'm happy with the result. However, my desire to prototype has limited my possibilities of iteration on situations.

Post Mortem

During this project, I approached the creation of the level differently. I started by writing a script rather than designing a situation on paper. it allowed me to see the elements of a level differently by not starting with the gameplay.

This project allowed me to see ways of improvement that I was not aware of. The current rendering is very gimmick and scripted events sometimes guide the player too much by limiting exploration, making it less interesting.

I also became aware of the importance of a coherent color code. The current lack of a defined color code reduces the readability of spaces, especially top-down maps.

My next goal is to integrate these concepts into a project of a longer duration, allowing me to iterate much more and do playtest.

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