Vincent TRINEL
Level Designer
The Last Of Us Level Project
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Platform: PC
Team size: 1
Role: Level Designer
Period: 1 month
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The goal of this project was to make a blockout of a level that could be implemented in a "The Last Of Us" game. The idea was to respect as much as possible the design of the original game while bringing exotic gameplay moments.
I had a lot of fun making this project, and I learnt a lot from it.
I used several assets from the unreal marketplace:
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Polygon City Pack
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Blocking starter pack
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SuperGrid
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Advanced Locomotion System
Gameplay & Metrics
Before starting the design of the level, I scripted some essential mechanics in blueprint to give the illusion of playing the original game.
Once the mechanics were ready, I adjusted the 3Cs a little bit to have something more similar to the game.
Once the 3C's were set I did a lot of testing to determine the metrics I would need later on to build the levels.
I also modeled walls, doors and windows that would work with the new metrics.
Design Document
Blockout
Once I had a better idea of the level, I did a blockout of some key sequences of the level. During this phase, I realised that the scope of this project was too big for the time I had to finish it. So I decided to cut the first part with the allied NPC, to better focus on the second part which has more variety in terms of gameplay.