1 00:00:02,320 --> 00:00:08,220 Hi, I'm Mark Brown and this is Game Maker's Toolkit - a YouTube series about game design. 2 00:00:08,220 --> 00:00:13,669 A few weeks ago, I had the pleasure of speaking to Evan Hill - a former level designer at 3 00:00:13,669 --> 00:00:18,750 Naughty Dog, who worked on one of my favourite parts of The Last of Us Part II. 4 00:00:18,750 --> 00:00:24,240 Evan was responsible for a level called The Birthday Gift: a level about Joel and Ellie's 5 00:00:24,240 --> 00:00:30,240 relationship that takes place in a nostalgic flashback, set between the events of the two games. 6 00:00:30,240 --> 00:00:32,080 Joel: "Happy Birthday, kiddo." 7 00:00:32,080 --> 00:00:39,020 So I set up a three-way Discord chat with me, Evan, and a mirror of my PS4 output - so 8 00:00:39,020 --> 00:00:43,190 he could provide commentary on his level as I played through it. 9 00:00:43,190 --> 00:00:44,480 And, you know what? 10 00:00:44,480 --> 00:00:48,670 The conversation was so interesting that I couldn’t think of a better way to do it 11 00:00:48,670 --> 00:00:53,720 justice than to simply share a, uh, heavily edited version of our chat. 12 00:00:53,720 --> 00:01:00,300 So, without further ado, let's just jump on in and find out how a level like this gets made. 13 00:01:01,480 --> 00:01:13,420 ♫ Guitar ♫ 14 00:01:13,420 --> 00:01:16,660 Mark: "So how does a level like this begin? 15 00:01:16,660 --> 00:01:22,580 Are you given a brief from Neil about what the level should be like, and what it should contain?" 16 00:01:22,580 --> 00:01:27,620 Evan: "So for this sequence, and a lot of sequences, all I got from Neil was two paragraphs. 17 00:01:27,630 --> 00:01:33,079 We had this big Excel spreadsheet of the game in its totality, what we needed, and there 18 00:01:33,079 --> 00:01:41,740 were two cells dedicated to the museum: we show that Joel taught Ellie to swim, and we 19 00:01:41,740 --> 00:01:45,119 have the thing in the museum where they confront each other about the fireflies. 20 00:01:45,119 --> 00:01:46,159 That was basically it. 21 00:01:46,159 --> 00:01:48,860 And from there they basically just said 'go'." 22 00:01:48,860 --> 00:01:54,360 Mark: "And so then are you drawing maps and sketches, or do you just go straight into 23 00:01:54,360 --> 00:01:55,630 the level creation tools?" 24 00:01:55,630 --> 00:01:58,869 Evan: "I tend to go straight into blockmesh. 25 00:01:58,869 --> 00:02:00,360 Most people at Naughty Dog tend to as well. 26 00:02:00,360 --> 00:02:03,789 One of the kind of truisms is that you only know if it works if it's in 3D. 27 00:02:03,789 --> 00:02:07,799 The simplest and quickest way is to just jump into the closest version of the final game." 28 00:02:07,799 --> 00:02:12,110 Mark: "And then in this blockmesh, do you have it so you can control Ellie with the 29 00:02:12,110 --> 00:02:15,610 PlayStation 4 controller and the same camera and things like that?" 30 00:02:15,610 --> 00:02:16,610 Evan: "Exactly. 31 00:02:16,610 --> 00:02:18,860 Same camera, same animations. 32 00:02:18,860 --> 00:02:23,640 Getting the exact camera proportions, getting the exact character controller in there is 33 00:02:23,640 --> 00:02:26,380 the big reason we do it like that. 34 00:02:26,380 --> 00:02:29,810 You're just able to get a sense of what it plays like." 35 00:02:29,810 --> 00:02:35,130 Mark: "So the level begins in this outdoor, very open area. 36 00:02:35,130 --> 00:02:40,380 How do you funnel the player in, and deal with tricky things like draw distance?" 37 00:02:40,380 --> 00:02:42,810 Evan: "Honestly it's a massive pain. 38 00:02:42,810 --> 00:02:47,850 Like you can kinda see here, the trick is to try and give the sense of boundlessness 39 00:02:47,850 --> 00:02:50,460 while always still producing natural barriers. 40 00:02:50,460 --> 00:02:53,780 Where it's like even if you were to jump in the water you'd get the feeling 'I'm not going 41 00:02:53,780 --> 00:02:57,010 to climb over all of that and crest that hill'. 42 00:02:57,010 --> 00:03:03,150 But the big takeaway answer is a lot of smoke and mirrors, a wonderful art team that knows 43 00:03:03,150 --> 00:03:06,280 to work within those constraints." 44 00:03:06,280 --> 00:03:11,200 Mark: "So the next part is kind of a tutorial because I think this is the first time we've 45 00:03:11,200 --> 00:03:13,400 seen Ellie swimming, right?" 46 00:03:13,400 --> 00:03:17,150 Evan: "Yes. First that Ellie has on-screen swam. 47 00:03:17,150 --> 00:03:21,810 Initially it was going to be an actual swimming lesson but as we iterated on it we figured, 48 00:03:21,810 --> 00:03:27,180 no, this could actually be a turn, a reveal that they've already done that. 49 00:03:27,180 --> 00:03:29,350 We've already accomplished this moment. 50 00:03:29,350 --> 00:03:34,040 And it gives Joel this really wonderfully dad-like tease with her." 51 00:03:34,040 --> 00:03:39,041 Mark: "Then we get to this fun reversal where Ellie pushes Joel in the water." 52 00:03:39,041 --> 00:03:40,780 Evan: "I think for a while it wasn't even a reversal. 53 00:03:40,780 --> 00:03:44,030 She was like hop in, all these other things. 54 00:03:44,030 --> 00:03:48,400 For a while after that it was also just going to be a cutscene and I actually had to personally 55 00:03:48,400 --> 00:03:51,600 harass Neil a little bit to be like 'can we keep the button in?' 56 00:03:51,600 --> 00:03:57,810 I think it adds a lot of value just being able to be the motivator for this small turnaround. 57 00:03:57,810 --> 00:03:58,810 Really adds a lot." 58 00:03:58,810 --> 00:04:03,100 Mark: "One of the things Naughty Dog is known for is guiding the player with things like 59 00:04:03,100 --> 00:04:05,850 weenies, and colour, and lighting. 60 00:04:05,850 --> 00:04:10,020 Are you still using those techniques on a more exploratory level like this one?" 61 00:04:10,020 --> 00:04:13,850 Evan: "The whole bucket is still getting thrown at everything all the time. 62 00:04:13,850 --> 00:04:18,190 I think the biggest one that's most prominent obviously is Joel leading you through the 63 00:04:18,190 --> 00:04:24,100 initial section of the level so he's just this constant sign, basically: 'go here! 64 00:04:24,100 --> 00:04:25,200 Follow me!' 65 00:04:25,200 --> 00:04:30,250 But then we flip it, like right here, where he actually stops and lets you push forward 66 00:04:30,250 --> 00:04:33,110 into the brush, you start looking towards the light. 67 00:04:33,110 --> 00:04:37,880 Because he's now, at this point in the narrative, just going 'okay, I'm going to let her wander 68 00:04:37,880 --> 00:04:38,880 into this. 69 00:04:38,880 --> 00:04:42,110 I'm going to stop leading.' He even shuts up and she's like 'what is it?' 70 00:04:42,110 --> 00:04:44,900 Ellie: "Oh my god! It is a dinosaur!" 71 00:04:44,900 --> 00:04:49,260 Evan: "Like here, even on the dinosaur, we try to use ivy and colour. 72 00:04:49,260 --> 00:04:53,760 You look at the tail and it's a brighter hue just to try and draw your eye and give you 73 00:04:53,760 --> 00:04:55,840 a sense of 'hey, this is secretly climbable. 74 00:04:55,840 --> 00:04:57,530 Hey, you can do this.' 75 00:04:57,530 --> 00:05:02,840 And again Joel is leading you around this so we're always at least hinting at the possibilities 76 00:05:02,840 --> 00:05:04,280 rather than leading you directly." 77 00:05:04,280 --> 00:05:08,560 Mark: "Climbing the dinosaur is definitely one of these fantastic moments in the level. 78 00:05:08,560 --> 00:05:09,970 How do these moment come about?" 79 00:05:09,970 --> 00:05:13,620 Evan: "Basically a lot of this came out in the walkthroughs. 80 00:05:13,620 --> 00:05:20,530 So I would do a layout and then we'd actually sit down with Neil and play it through, on 81 00:05:20,530 --> 00:05:23,150 the stick, and improv the characters. 82 00:05:23,150 --> 00:05:29,360 And actually from that improv, a lot of the memorable moments evolved by themselves. 83 00:05:29,360 --> 00:05:34,420 I had a really dirty version of the dinosaur - I mean really awful - even just seeing that, 84 00:05:34,420 --> 00:05:36,690 Neil's first question when he looked at it was 'can I climb it?' 85 00:05:36,690 --> 00:05:40,120 And so we were like 'yeah! Yeah, okay let's do that. Let's…" 86 00:05:40,120 --> 00:05:42,560 Ellie: *Yells* 87 00:05:42,560 --> 00:05:46,250 Mark: "When the player tries something like climbing the dinosaur, there's usually a funny 88 00:05:46,250 --> 00:05:49,270 or cute voice line in response. 89 00:05:49,270 --> 00:05:52,480 So what comes first, the dialogue or the level design?" 90 00:05:52,480 --> 00:05:58,080 Evan: "A lot of these wonderful lines were actually done kind of later in the process 91 00:05:58,080 --> 00:06:02,690 where Halley and Neil would come through, work with us on the level and scripting team, 92 00:06:02,690 --> 00:06:05,070 and figure out what would sell the moment best. 93 00:06:05,070 --> 00:06:10,480 And I think that's why everything feels so interlaced and grounded is because a lot of 94 00:06:10,480 --> 00:06:13,610 the dialogue is actually written in reaction to the art. 95 00:06:13,610 --> 00:06:18,060 The level designers will make something for navigation or some other purpose, and then 96 00:06:18,060 --> 00:06:24,050 the writers go in and fill out naturally with how the character's voice would describe that. 97 00:06:24,050 --> 00:06:28,110 Mark: "So tell me a bit about this introductory area in the museum." 98 00:06:28,110 --> 00:06:33,440 Evan: "So for this part we wanted to give a bit more of a neutral opening. 99 00:06:33,440 --> 00:06:38,240 So this is one of those examples of where we actually turn down a lot of those navigational 100 00:06:38,240 --> 00:06:39,740 techniques a little bit. 101 00:06:39,740 --> 00:06:44,000 So that you don't feel like you're being rail-roaded or there's some kind of golden path. 102 00:06:44,000 --> 00:06:46,870 But instead you're engaging with the space directly. 103 00:06:46,870 --> 00:06:50,930 You're the one actively trying to piece together and figure out what the space is." 104 00:06:50,930 --> 00:06:55,290 Mark: "So there's lots of things we can interact with in this part of the museum, but many 105 00:06:55,290 --> 00:06:57,120 of the interactions are really short. 106 00:06:57,120 --> 00:06:58,780 Was that intentional?" 107 00:06:58,780 --> 00:06:59,889 Evan: "Exactly. 108 00:06:59,889 --> 00:07:06,139 Because we're letting the player drive the pacing of this sequence, we wanted to keep 109 00:07:06,139 --> 00:07:10,419 each individual chunk as small and responsive as possible. 110 00:07:10,419 --> 00:07:16,510 So they're quippy, they're punchy, and it just gives you this you sense of 'well, if 111 00:07:16,510 --> 00:07:18,000 you want more you can turn another page. 112 00:07:18,000 --> 00:07:22,350 So I think the early area definitely primes you and it's like 'every little thing will 113 00:07:22,350 --> 00:07:24,750 be worth fiddling, or touching if you want to." 114 00:07:24,750 --> 00:07:30,590 Mark: "There's a nice example here of using the wall to reveal the upcoming dinosaurs. 115 00:07:30,590 --> 00:07:31,990 How do you create things like that?" 116 00:07:31,990 --> 00:07:36,840 Evan: "The main thing is we look at is, like you said, just trying to create interesting 117 00:07:36,840 --> 00:07:38,919 camera movements with the level geometry. 118 00:07:38,919 --> 00:07:44,190 So always ensuring that occluders, like you saw with the wall there, is sliding off and 119 00:07:44,190 --> 00:07:48,470 that's the thing that starts revealing all these interesting things rather than all there 120 00:07:48,470 --> 00:07:50,820 on display at one moment. 121 00:07:50,820 --> 00:07:53,900 The way we refine these things varies. 122 00:07:53,900 --> 00:07:57,051 So for the T-rex, for example, there were some instances where you'd be able to see 123 00:07:57,051 --> 00:07:59,810 the T-rex a little too early, or a little too soon. 124 00:07:59,810 --> 00:08:05,340 So trying to actually sculpt the doorway with the foliage so that when Ellie sees it and 125 00:08:05,340 --> 00:08:06,810 reacts is when you see it and react." 126 00:08:06,810 --> 00:08:10,130 Mark: "There's a lot of stuff in this level that player can interact with but they can 127 00:08:10,130 --> 00:08:14,490 also skip a whole bunch of it - how do you feel about players not seeing some of the 128 00:08:14,490 --> 00:08:15,490 content that you made?" 129 00:08:15,490 --> 00:08:21,650 Evan: "The main thing we were focusing on was this sense of confidence that it's okay 130 00:08:21,650 --> 00:08:26,080 if there isn't this perfect, singular experience of this level. 131 00:08:26,080 --> 00:08:30,300 A big part of it is this sense of freedom and this sense that you're the one driving 132 00:08:30,300 --> 00:08:31,300 this forward. 133 00:08:31,300 --> 00:08:35,430 And sometimes the result of that is just letting you be able to miss things. 134 00:08:35,430 --> 00:08:38,850 Letting you not see every nook and cranny. 135 00:08:38,850 --> 00:08:47,500 Because the main thing was if you force everyone to do everything, for some people it would drag. 136 00:08:47,500 --> 00:08:52,520 You want to be able to let the player go through as quickly or slowly as possible. 137 00:08:52,520 --> 00:08:57,130 And for the people who just want to run through, asking them to sit there and go through all 138 00:08:57,130 --> 00:09:01,050 these little cute things would have absolutely infuriated them." 139 00:09:01,050 --> 00:09:05,520 Mark: "As we move into this second part of the museum which is the space area, I was 140 00:09:05,520 --> 00:09:10,540 curious how much are you thinking ahead when you're doing the blockmesh, versus just putting 141 00:09:10,540 --> 00:09:12,960 down [nondescript], random blobs?" 142 00:09:12,960 --> 00:09:17,740 Evan: "For this level it was a good, healthy mix of just putting blobs in it. 143 00:09:17,740 --> 00:09:23,060 The early blockmesh really was just trying to figure out the density of the space. 144 00:09:23,060 --> 00:09:25,170 So we'd riff with Neil more. 145 00:09:25,170 --> 00:09:30,710 I just had this default, literal blob thing where I'd put this like 'ok cool, here's a 146 00:09:30,710 --> 00:09:33,250 point of interest, here's a point of interest, here's a point of interest. 147 00:09:33,250 --> 00:09:35,089 And from there we just kept iterating. 148 00:09:35,089 --> 00:09:38,510 This space area had, I think, three or four full revisions. 149 00:09:38,510 --> 00:09:45,020 After we got the pacing down, I think it was really the art team who kept coming up with 150 00:09:45,020 --> 00:09:49,000 really interesting ideas and then we came up with this final version." 151 00:09:49,000 --> 00:09:53,640 Mark: "I just noticed as I got off the Lunar Rover there, the camera swung around really 152 00:09:53,640 --> 00:09:56,779 nicely to frame the capsule. 153 00:09:56,779 --> 00:10:00,420 Is that a case of leading the player to the next part of the level?" 154 00:10:00,420 --> 00:10:01,420 Evan: "Absolutely. 155 00:10:01,420 --> 00:10:04,860 It's just finding little opportunities like that, any time you place something down in 156 00:10:04,860 --> 00:10:09,540 the level, where it's like 'alright, how do I get them to think about the next thing? 157 00:10:09,540 --> 00:10:13,390 How do I get them to… frame or otherwise reference it'. 158 00:10:13,390 --> 00:10:19,430 Sometimes it's in the writing, sometimes it's in the camera controls, but overall by this 159 00:10:19,430 --> 00:10:24,520 point, thankfully, a lot of players are just bought in to how this space works. 160 00:10:24,520 --> 00:10:25,520 They're just like 'oh, hey, cool'." 161 00:10:25,520 --> 00:10:31,100 Mark: "So the space capsule is obviously this huge, important part of the museum: how did 162 00:10:31,100 --> 00:10:32,100 that come about?" 163 00:10:32,100 --> 00:10:36,620 Evan: "Actually the sequence, in its very very early stages, was going to end here. 164 00:10:36,620 --> 00:10:41,280 It was just going to have Firefly graffiti, and it was going to be the big punch and that's it. 165 00:10:41,280 --> 00:10:44,900 But as we kept digging in to the minds of the characters in the pitches with Neil and 166 00:10:44,910 --> 00:10:48,589 the other writers, we just kept wanting to deliver more. 167 00:10:48,589 --> 00:10:55,220 We kept wanting to fully articulate this moment in Ellie's life where she's actually feeling 168 00:10:55,220 --> 00:10:57,570 herself, feeling unburdened and unhindered. 169 00:10:57,570 --> 00:11:01,800 From there I actually then started revising the level as is to lead up to this moment. 170 00:11:01,800 --> 00:11:04,160 To give it more space to breathe. 171 00:11:04,160 --> 00:11:06,630 Before the dinosaur was the high point. 172 00:11:06,630 --> 00:11:10,500 But now with this it's just a part of the build towards this sequence." 173 00:11:10,500 --> 00:11:14,860 Mark: "And then with this as the high point, we drop down to a very different tone for 174 00:11:14,860 --> 00:11:20,360 the next section which is dark and spooky, and has the confrontation in the relationship. 175 00:11:20,360 --> 00:11:23,620 It's almost like the level is built on a three act arc." 176 00:11:23,620 --> 00:11:24,760 Evan: "Exactly, exactly. 177 00:11:24,760 --> 00:11:28,910 It's like 'okay, cool, now that we know we want to deliver this moment, how do we pace 178 00:11:28,910 --> 00:11:29,910 it out? 179 00:11:29,910 --> 00:11:31,670 How do we build up the structure properly? 180 00:11:31,670 --> 00:11:36,300 And now that we have this extreme high note, what do we do to counteract it. 181 00:11:36,300 --> 00:11:39,390 How do we develop it… what's the third act after this?'" 182 00:11:39,390 --> 00:11:45,310 Mark: "Before we get to that though, we have to jump off of this cafe and down in the water. 183 00:11:45,310 --> 00:11:51,140 Is that a loading gate where you're unloading previous parts of the level to free up memory? 184 00:11:51,140 --> 00:11:52,320 How does that work?" 185 00:11:52,340 --> 00:11:53,760 Evan: "We definitely have loading gates. 186 00:11:53,779 --> 00:11:57,580 It's just that there was never a point where we looked at the budget and said 'we ran out 187 00:11:57,580 --> 00:12:00,430 of memory here so we need to put this in now'. 188 00:12:00,430 --> 00:12:04,101 Instead it's more this natural assumption that we're going to want to give them a break, 189 00:12:04,101 --> 00:12:07,660 we're going to want to give us some load time, some load pacing. 190 00:12:07,660 --> 00:12:09,839 And so let's find out where that will fit narratively. 191 00:12:09,839 --> 00:12:14,279 So after the capsule, we can take that down beat. 192 00:12:14,279 --> 00:12:15,440 So let's make it a traversal beat. 193 00:12:15,440 --> 00:12:19,339 That lets us unload and these other things, so the next thing that we do narratively can 194 00:12:19,339 --> 00:12:20,810 have the full bandwidth to do what it wants." 195 00:12:20,810 --> 00:12:26,210 Mark: "So Ellie and Joel have now split up and the level takes on a very different tone. 196 00:12:26,210 --> 00:12:28,460 Could you talk to me about this part of the level?" 197 00:12:28,460 --> 00:12:33,530 Evan: "I think we just wanted emotional variety, was the initial impetus. 198 00:12:33,530 --> 00:12:41,000 And then we also wanted to… as we kept exploring it deeper, we wanted it to lead into the conflicts 199 00:12:41,000 --> 00:12:44,780 in the relationship that have been peppered throughout the game so far. 200 00:12:44,780 --> 00:12:48,040 They had this amazing, wonderful experience. 201 00:12:48,040 --> 00:12:52,070 Everything up until this point was the perfect version of the relationship. 202 00:12:52,070 --> 00:12:55,149 And then okay, there's a dark side to this museum. 203 00:12:55,149 --> 00:12:58,930 There's a dark side to Ellie and Joel's relationship. 204 00:12:58,930 --> 00:12:59,930 There's an undercurrent there. 205 00:12:59,930 --> 00:13:03,520 There's something that's still gnawing at them. 206 00:13:03,520 --> 00:13:04,540 And right now it's vague. 207 00:13:04,540 --> 00:13:07,240 There's just this ominous graffiti. 208 00:13:07,240 --> 00:13:12,080 There's somebody who's very regretful of the decisions they've made in life. 209 00:13:12,080 --> 00:13:13,470 The violence they've enacted. 210 00:13:13,470 --> 00:13:17,610 The emotional weight of the actions I've been doing up until this point kind of got to somebody." 211 00:13:17,610 --> 00:13:22,640 Mark: "And the feeling of unease is emphasised by the fact that it feels like there's going 212 00:13:22,640 --> 00:13:26,300 to be a fight here, but there's actually no enemies whatsoever." 213 00:13:26,300 --> 00:13:31,740 Evan: "Just to even signal that it's a possibility is enough to get people to tense up. 214 00:13:31,740 --> 00:13:36,760 We're giving fake pick-ups, but there's no combat in here. 215 00:13:36,760 --> 00:13:42,980 The fact that everything in here is to combat metrics, quiet: this whole sequence is there, 216 00:13:42,980 --> 00:13:47,029 as I was talking about, to explore and set-up that tension that this relationship between 217 00:13:47,029 --> 00:13:52,000 Ellie and Joel has conflicts and defects that will can't be ignored. 218 00:13:52,000 --> 00:13:54,060 That will run you over. 219 00:13:54,060 --> 00:13:56,420 This helps us tie the good to the bad." 220 00:13:56,420 --> 00:13:57,720 Ellie: "I'm in here". 221 00:13:57,720 --> 00:14:03,630 Mark: "This level obviously fits in between two other levels - one before and one after. 222 00:14:03,630 --> 00:14:07,089 How do you maintain a consistent flow across the whole game?" 223 00:14:07,089 --> 00:14:12,180 Evan: "So it's just a matter of knowing who's in charge of each section. 224 00:14:12,180 --> 00:14:16,260 Always keeping abreast of what their needs and goals were. 225 00:14:16,260 --> 00:14:20,630 To start out it was really just knowing that this underground subway thing… this is going 226 00:14:20,630 --> 00:14:23,610 to be really, really, really intense. 227 00:14:23,610 --> 00:14:26,680 We're going to make this a big contrast point for this part of the game. 228 00:14:26,680 --> 00:14:31,480 Same with the sequence after where it's knowing that we're going into the sequence of rescuing Jesse. 229 00:14:31,480 --> 00:14:34,190 We're introducing dogs for the first time, and all these other elements! 230 00:14:34,190 --> 00:14:39,959 So that's when we started tooling with the boar jump scare, to re-tune the player to 231 00:14:39,959 --> 00:14:42,800 say 'we're going back now. 232 00:14:42,800 --> 00:14:43,800 Fun times are over. 233 00:14:43,800 --> 00:14:47,470 This is now going to get back to serious territory. Brace yourself." 234 00:14:47,470 --> 00:14:53,130 Mark: "So if it's even possible to quantify, how long do you think this level took to make?" 235 00:14:53,130 --> 00:14:55,850 Evan: "Pretty much two solid years." 236 00:14:55,850 --> 00:14:58,440 Mark: "Really?" Evan: "Really. 237 00:14:58,440 --> 00:15:04,090 The big secret for all of Naughty Dog level design is just iteration and work. 238 00:15:04,090 --> 00:15:07,630 We have a lot of fundamentals, but there are some sequences in this game that were re-done 239 00:15:07,630 --> 00:15:09,480 like 25 times. 240 00:15:09,480 --> 00:15:16,590 And the big secret for this level of quality is just that dedication, that level of work, 241 00:15:16,590 --> 00:15:21,899 that we'll be willing to do to scrap something that doesn't work and re-do it. 242 00:15:21,899 --> 00:15:27,630 To get this to this final version was two solid years, and my responsibility shifted 243 00:15:27,630 --> 00:15:29,640 pretty dramatically over that time. 244 00:15:29,640 --> 00:15:33,260 So initially it's just the block-out, it's just the layout. 245 00:15:33,260 --> 00:15:34,360 Working with the narrative design. 246 00:15:34,360 --> 00:15:39,550 Then as things get more and more concrete, my role shifts more and more into being producer." 247 00:15:39,550 --> 00:15:44,221 (Return to narration): And that's the thing, while Evan was the level designer, working 248 00:15:44,221 --> 00:15:48,170 under direction from the game's directors and lead designers - there was a whole team 249 00:15:48,170 --> 00:15:50,870 of people working with him on this area. 250 00:15:50,870 --> 00:15:56,459 Evan's simple blockmesh was turned into fabulous 3D models by David Baldwin and Sarah Swenson, 251 00:15:56,459 --> 00:16:00,610 which were then textured by Brian Beppu, and lit by Scott Greenway - and that's all going 252 00:16:00,610 --> 00:16:02,970 off ideas from concept artists. 253 00:16:02,970 --> 00:16:07,029 There were also people involved in adding effects, creating Ellie's animations, and 254 00:16:07,029 --> 00:16:08,630 scripting Joel's movements. 255 00:16:08,630 --> 00:16:13,110 And even more people were responsible for producing the level's cinematic moments. 256 00:16:13,110 --> 00:16:19,840 But what's bonkers is that each person may only work on a handful of areas in this massive game. 257 00:16:19,840 --> 00:16:24,880 For example, Evan made the museum, Ellie's second flashback, the section at the winter 258 00:16:24,890 --> 00:16:27,200 lodge, and a part with Abby and Owen. 259 00:16:27,200 --> 00:16:32,310 And that's it - other designers were able to focus of the game's many other areas. 260 00:16:32,310 --> 00:16:37,910 Which all makes it a bit tricky for me to glamorise a The Last of Us level on this channel. 261 00:16:37,910 --> 00:16:43,060 This sort of intricately hand-crafted process is just not financially feasible for many 262 00:16:43,060 --> 00:16:47,399 companies, outside of a rarified few like Rockstar and Naughty Dog. 263 00:16:47,400 --> 00:16:51,500 And judging by insider reports, it might not even have been particularly feasible for 264 00:16:51,500 --> 00:16:53,180 Naughty Dog, itself. 265 00:16:53,180 --> 00:16:55,190 Or Rockstar, for that matter. 266 00:16:55,190 --> 00:17:00,709 So as amazing as the final product is, it must come with the caveat that a lot of studios 267 00:17:00,709 --> 00:17:06,079 simply don't have the resources to produce something like this… in a 30 hour game… 268 00:17:06,080 --> 00:17:09,220 filled with levels made to an equally high level of quality. 269 00:17:09,220 --> 00:17:14,440 With that being said, the museum is packed with level design lessons that are applicable 270 00:17:14,440 --> 00:17:16,340 to games of any scale. 271 00:17:16,340 --> 00:17:20,579 Improv-ing as the characters to find moments that fit their personality. 272 00:17:20,579 --> 00:17:23,640 Having the confidence to let players miss things. 273 00:17:23,640 --> 00:17:28,580 Using art and geometry to guide the player's eye and frame the best moments. 274 00:17:28,580 --> 00:17:34,260 And having the feel of the level mimic the emotional journey of the character's relationship. 275 00:17:34,260 --> 00:17:39,120 Amazing stuff, all the way through - no wonder it's one of the best levels in the whole game. 276 00:17:41,940 --> 00:17:43,280 Thanks for watching! 277 00:17:43,289 --> 00:17:45,759 I want to give a huge thank you to Evan for talking to me. 278 00:17:45,759 --> 00:17:51,820 As always, the full, hour-long conversation is available to GMTK Patrons on the $5 tier. 279 00:17:51,820 --> 00:17:56,120 Also, thanks go to the level's environment artist Sarah who also chatted to me to help 280 00:17:56,120 --> 00:17:58,039 fill in some extra details. 281 00:17:58,039 --> 00:18:02,830 In case it needs to be said: this video is not in any way sponsored by PlayStation or 282 00:18:02,830 --> 00:18:03,830 Naughty Dog. 283 00:18:03,830 --> 00:18:08,211 I know this sort of insider access can sometimes be misconstrued as marketing for the game 284 00:18:08,211 --> 00:18:09,720 - but that's not the case. 285 00:18:09,720 --> 00:18:10,840 I'm just a fan. 286 00:18:10,840 --> 00:18:15,539 Cheers to all GMTK Patrons for funding this sort of content! You're amazing.