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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:

  • Polygon City Pack

  • Blocking starter pack

  • SuperGrid

  • 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. 

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