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Last of Us Mission

A Third Person Adventure

Introduction

My goal was to make a TPP adventure level inspired by The Last of Us: Part 2. The goal was to make a level with a 3-act structure that follows a similar formula as the reference game. While at the same time coming up with Technical Design solutions that would be scalable further in the project.

Project details

  • Developed over: 4 weeks half-time

  • Engine: Unreal Engine 5.1

  • Assets Used: 

    • "Basic Template" - Max Forsberg​

  • Level Design, Technical Design

PRE-PRODUCTION

Design Intent

I wanted to make a 3-act structure with different gameplay that would affect each other. Rewarding exploring and looting, while offering different approaches to combat. I also focused on play testing early and often on the level as a whole, but also focusing on specific parts of the level.

Concepting the 3-act structure

In the beginning I try to work out the  pacing and the differemt beats. Figuring out what I'm trying to achieve, but also what scripts will help improve testing and designing with scaleability in mind. 

Act Notes
Napkin Design
Script Design
Pure References

ACT 1

Synopsis

Act 1 focuses on the player exploring and replenishing resources. The more resources found, the more options is presented later on. Framing the long term goal and introduces the locked door mechanic.

Starting Point

1. Start

The player starts in a closed space where they spent the night. Giving the player a feeling of safety before actually starting.

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By making the player act and pick up their weapons, letting the player agency decide.

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By blocking the door the player actually has to initiate the level rather than just going through another door.

Garage

2. Exploration is key

The player is drawn to the door with functional lighting. But the door is jammed, a bait.

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The correct path is revealed going up the roof, the switch.

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The player is encouraged to explore the space to refill supplies. Establishing the gameplay loop. Testing showed everyone loved climbing cars. So I decided to let them do it from the get go.

Long Term

3. Establishing long term

I disorient the player with a 180 turn, and then quickly establish the long term goal.

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The vantage point gives the player information and fore shadowing for the upcoming acts. With high affordance to the drop off, the player can take their own time before venturing forward.

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The main path is clear with a close detour in front of the player that can be accessed through the roof.

Drop Off

4. Starting the adventure

By having a clear drop off I let the player decide when its time to move. Giving them time to go back and finish looting the starting area.​​

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The military truck is used to set an obvious main path. It's used several times in the level, giving the player a notion to explore them early on. 

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Locked from the inside, the player has to find another way around the door to the left.

5. Convenient store

The doors to the store is locked from the inside, meaning the player has to explore to find the path inside. The first iterations had holes in the wall, however, testing showed players wanted to climb up the roof and the entry point was changed. Dropping down also added tension to the player.

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The player finds a looted safe and a dead body containing a note about a hidden stash further down. First iterations had the player enter at the left side, which created a weird backtrack loop because testers exited the upper right door. Now the player starts with the small room and loot the store on their way out to the left.

Store Overview

ACT 2

Synopsis

Act 2 raises the stakes by introducing zombies. Lighter combat scenarios is introduced that caters to to different play styles. Exploring is still important and tension is increased the further the player gets.

Changing Gear

1. Changing gear

Act 2 starts with a snack kill to ease the player in, signaling the introduction of more gameplay.

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Soft cover in the form of grass gives the player more room to act, instead of waiting out the patrol route.​

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The optional laundromat, mentioned in Act 1, is clearly visible to the left. I wanted to give the player another chance to explore it, even if they didn't get the note

Laundromat

2. Laundromat

Inside is a zombie patrolling around low cover. There's 3 entry points. 2 of them introduces breakable windows which alerts the AI. This can be used to distract and sneak inside.

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The safe has a Risk/Reward design. Thats why the AI drops the note with the code when killed. 

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The area has resources scattered, to keep promoting the loop of exploring and looting. 

Alley

3. Alley

I wanted the player to be surprised and play with their expectations. The bridge draws the attention as the way forward, but when entering the alley a zombie exits  the building further down to the right and forces the player to take a quick decision.

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This build up the tension and slows down the player for the next area.

Building, Lobby

4. Building, Lobby

The next area acts as a decompression zone. The player gets a pause and to orient themselves in the dark.

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The crashed car is a small reminder of the previous area.

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Exploring is still motioned for, but a small gameplay alliteration is made by removing the light.

5. Easing in combat to finish off Act 2

Act 2 ends with the players' first real combat scenario. 2 zombies is patrolling on set paths, inviting different play styles. By placing the vantage point on a lower point the player feels at a disadvantage. The main path is clearly visible.

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The player can choose to either try and sneak past the AI, sneak in for stealth kills, or go in guns blazing, depending on the play style and resources gathered in Act 1. The scenario acts as a warm up to Act 3.

Office Overview

ACT 3

Synopsis

Act 3 brings forth the final scenario and caters to different play styles and mixing them, The area is built with a vantage point to give the player to make informed choices and use their own play style. A mix of dead mans lands, cover islands, soft/hard covers, closed and open spaces makes for a gameplay buffé.

Vantage Point

Vantage point

Act 3 gives the player a vantage point to gather information and plan their next move.

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The covers and enclosed spaces are placed around the edges to make the player move more in a circular motion, creating flanking opportunities for the player and the AI.

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Timed right, the daring player can dart across the no mans lands and move more freely.

Explorer

The explorer have gathered resources through level and can use them against the AI. The inside areas still offers exploration and gives the player roof top access and more divergent paths in the encounter. 

Shooter

The outside space has cover islands placed out balancing medium prospect with medium refuge. This is so the player can move more freely and take a more direct approach and flank using grass as soft covers for stealth. 

Stealth

The AI moves in pairs of 2 and 3 in their designated areas. This means the player can map out the patrol routes and commit. By occluding some with indoor environent, some suspense is upheld as it offers low prospect. By having some patrols meet up, it offers an extra layer of difficulty and challenge to the player. 

TECHNICAL SOLUTIONS

Safe

On gameplay loop that I wanted to use from LoU:P2 was the safe cracking. The main challenge was not to get it working, but to focus on usability with other designers in mind.

Safe Design

The designer can choose combination to each safe and create their own puzzles. There is also an option to choose which items to spawn.

Triggers
Doors
Breakable Window
Looting Items
Soft Cover, Grass
Safe UI

A animation using timeline is used as feedback for if the code is correct or not. The safe is also game pad supported using Enhanced Input.

Scalable triggers

I made a trigger that then communicated with a Parent Actor. This way I could use the same trigger throughout production to convey design, and plan workflow better. 

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In alpha the designer uses a string, while then creating their own events througout production.

Doors

I wanted to make doors that opened depending on the location of the player.

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The red door is locked "from the inside" and offers a puzzle oppurtunity. The green one remains open to signal where the player has been.

Breaking glass

A window actor that breaks the glass when interacted with and plays a sound that signals the AIs hearing perception.

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Made testing and iterating on play styles and strategies more visual and easier.

Looting

I wanted to see if my areas promoted exploring and looting and made small interactables to try during testing.​

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Made an alpha version of props you nteract with (shelves, drawers), that randomises if there's loot in them. Making testers explore ever nook and cranny.

Soft cover grass

An alpha version of the soft cover grass found in TLoU:P2 that hides the player.

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This was made to test how players would react and act when given the offer to hide and use stealth.

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