Making The Last of Us Part II's Best Level - Summary

Summary

This is a summary of a conversation between Mark Brown and Evan Hill, a former level designer at Naughty Dog, discussing the creation of a level called "The Birthday Gift" in The Last of Us Part II.

- Evan Hill worked on "The Birthday Gift" level, which is a nostalgic flashback in the game.
- The level design process starts with minimal direction from the game's director, Neil Druckmann, usually consisting of a few paragraphs.
- Level designers often start with blockmesh and 3D modeling to quickly iterate and test gameplay ideas.
- The goal is to make the level feel open and expansive while using natural barriers and visual cues to guide the player.
- Ellie's swimming tutorial was originally planned as an actual swimming lesson but evolved into a nostalgic moment.
- The level design allows players to control Ellie with the same camera and animations as in the final game.
- Various techniques like "weenies," color, and lighting are used to guide players subtly.
- Climbing the dinosaur and other memorable moments often come from playtesting and improvisation during development.
- Dialogue and voice lines are added later in the process and are tailored to fit the level's design.
- The level is divided into different sections, each with its unique design and tone, contributing to the overall narrative.
- The level took approximately two years to develop, with extensive iterations and a dedicated team of artists, designers, and developers involved.

The conversation provides insights into the meticulous process of designing a level in a narrative-driven game like The Last of Us Part II, emphasizing the importance of iteration and collaboration among the development team.

Facts

1. The speaker is Mark Brown, a host of the Game Maker's Toolkit YouTube series about game design.
2. The guest is Evan Hill, a former level designer at Naughty Dog, who worked on "The Last of Us Part II".
3. Evan was responsible for designing a level called "The Birthday Gift", which is a flashback about Joel and Ellie's relationship.
4. Evan explained that he was given two paragraphs from Neil about the level by Neil.
5. Evan preferred to go straight into blockmesh, a tool used for creating 3D environments.
6. Evan mentioned that the level begins in an outdoor area and uses techniques like smoke and mirrors to create a sense of boundlessness.
7. Evan revealed that a lot of the memorable moments in the level evolved from improvisation during playthroughs.
8. Evan described the introductory area in the museum as a neutral opening where players are encouraged to engage with the space directly.
9. Evan stated that the level allows players to interact with many things, but many of the interactions are short and punchy.
10. Evan explained that the wall revealing the upcoming dinosaurs was created by ensuring that occluders slide off to reveal interesting things.
11. Evan mentioned that the level's pacing was a key focus and that the early blockmesh was used to figure out the density of the space.
12. Evan revealed that the space capsule was added to the level to lead up to a high point in the sequence.
13. Evan explained that the level's tone changes after the capsule, taking on a darker and more spooky tone.
14. Evan mentioned that the level's emotional variety and the exploration of conflicts in the relationship of Ellie and Joel were key impetuses for this part of the level.
15. Evan stated that the level was iterated on 25 times, emphasizing the importance of iteration and work in level design.