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The last of us (analysis)

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The Last of Us

An excellent Level Design

I have played The Last of Us like 5 years ago, but I remember that the level design was really great !

I’m going to explain why it was an excellent level design.

 

Composition

 

 

 

 

 

 

 


 

Verticality

 

Rhythm

 

Multi-Path

 

Conclusion

LastOfUs_Composition

Composition

“Where should I go ?”,

“Where I am ?” &

“How I go there ?”

 

The game begin with an apocalypse, the player has not enough experiences in the game to recognize the path, especially in this condition and he has to run away to escape.

However, it’s really hard to get lost at this moment, why ?

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LastOfUs_boids

The boid effect and waves of panic

In psychology, humans have the reflex to follow other people in their action, like a mass wave, to escape or by curiosity. It’s a defensive mechanic to get information on a potential danger.

It can be : 

  • Look where 2 or 3 peoples look away.

  • Dodge something that someone has dodged before even if you see nothing here.

  • Run away if you see various people run away...

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In this case, The Last of Us help the player with IA who run away and look at the good direction.

 

But this is the first minutes of the game, we need more to help the player.

Drops road

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In games, players have trend to follow the path like a fluid and go down.

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At this moment, we going to go up only to begin the cutscene.

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Landmark & pennant

( I’m not sure about the “pennant” word, it’s “ fanion” in french )

This is an important notion that the player can always see where he has to go.

In this case, Joel has to reach the bridge.

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  • In red, the objective and landmark.

  • In yellow, a pennant ( or also a landmark, it’s enough huge for that but I don’t know if we can see it from another place )


In addition, the bridge is contrasted with lighting.

LastOfUs_basic

Basic shapes

With 3 shapes, you can help the player to navigate through the level.

 

Sharpen : Unfriendly, unsafe

Box : Place of interest ( human construction, chest, ... )

Smooth / round : Friendly, safe

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LastOfUs_lines

Lines

Often, level designers use objects to create guidelines.

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This pylon show the path and the objective.

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Signs

Signs, like in the real life, can be used to give information to the player.

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Joel has to reach this bridge. ( “Again ?” )

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This sign, illuminated, point with 3 arrows the way to access the yellow bridge further.

LastOfUs_moving

Moving objects

Moving object draw attention to the player and encourage him to come over.

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This door is moving

In this screenshot, the player is encouraged to search in the camper.



 

To conclude, I think that all these parts can help the player who ask :

 

  • “Where should I go ?”

  • “Where I am ?” 

  • “How I go ?”

 

But it’s not the end...

Level Design has to serve the gameplay too.

LastOfUs_Verticality

Verticality

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Verticality is very important.

It gives a new point of view for the player and new approach. There is a lot of situation like this in The Last of Us.

LastOfUs_rhythm

Rhythm

The rhythm is essential to entertain the player ( like roller coaster ).

Quiet moment improve Action time, Action time improve Quiet moment, etc …

After that, you add some cutscenes to let him rest his fingers and discover the story.

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LastOfUs_multipath

Multi-Path

“Give fun with this magical tool, the multi-path !”

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Two ways, one destination

The Last of Us give to the player the choice to take his way.

This is the best notion for the freedom feeling.

Also, enemies can come by 2 entrances, so it adding more challenge.

LastOfUs_conclusion

Conclusion

I think the level design is excellent because of clarity and diversity, it match with the goal of the game : be a good narrative & immersive game with a flow that the player never break because he’s lost.

The Forest

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