Overview
Explore the intricate process of designing the "Museum Flashback" level in The Last of Us Part II through this comprehensive GDC Level Design Summit talk. Delve into Level Designer Evan Hill's detailed breakdown of his contributions, covering design theories, methods, and the production journey from initial outline to final release. Gain insights into concept development, composition, player experience, writing, gameplay mechanics, pacing, and the iterative process of playtesting and refinement. Learn about the challenges of maintaining alignment, using Maya for level design, and knowing when to abandon ideas. This in-depth session offers valuable knowledge for game developers and enthusiasts interested in the nuances of creating immersive and memorable gaming experiences.
Syllabus
Intro
Who am I
Concept
Outline
Composition
Keyshot and Cats
Player Experience
Writing
Goals and Acts
Hike to the Surprise
Exploring the Museum
Character Breakdown
Gameplay
Level Design
Pacing Process
Production Process
Alphas Playtesting
Lock and Polish
General
Feedback
Playtesting
Blockouts vs Polish
When to Abandon
Using Maya
Maintaining Alignment
Taught by
GDC