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.
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.
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.