Case Study
Level Study to Creation
I replayed the level so I can run around the space to get an idea of level spacing and composition. As I played, I did quick paper sketches of the level to get a top-down view of the level. I blocked it out with BSP Brushes and then replaced them with prototype models created in Maya.
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Analyzing The Environment
I wanted to learn more about how Naughty Dog approaches level design for a game like The Last of Us. I would take notes on where enemies were placed, what type they were, and why it would affect the tension while playing. I would also analyze how the environment around them to direct the player where to go and what took place in certain spaces.
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The street and telephone poles acting as guiding lines.
A block out of the beginning of the level where the player sees a bird in a puddle.
an example of player sneaking up on a sleeping clicker so they can stealth kill.
The street and telephone poles acting as guiding lines.