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Last of Us Part II Designer Breaks Down the Game's Best Level

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    Hi, I'm Mark Brown and this is Game Maker's
    Toolkit - a YouTube series about game design.
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    A few weeks ago, I had the pleasure of speaking
    to Evan Hill - a former level designer at
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    Naughty Dog, who worked on one of my favourite
    parts of The Last of Us Part II.
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    Evan was responsible for a level called The
    Birthday Gift: a level about Joel and Ellie's
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    relationship that takes place in a nostalgic
    flashback, set between the events of the two games.
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    Joel: "Happy Birthday, kiddo."
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    So I set up a three-way Discord chat with
    me, Evan, and a mirror of my PS4 output - so
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    he could provide commentary on his level as
    I played through it.
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    And, you know what?
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    The conversation was so interesting that I
    couldn’t think of a better way to do it
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    justice than to simply share a, uh, heavily
    edited version of our chat.
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    So, without further ado, let's just jump on
    in and find out how a level like this gets made.
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    ♫ Guitar ♫
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    Mark: "So how does a level like this begin?
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    Are you given a brief from Neil about what
    the level should be like, and what it should contain?"
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    Evan: "So for this sequence, and a lot of
    sequences, all I got from Neil was two paragraphs.
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    We had this big Excel spreadsheet of the game
    in its totality, what we needed, and there
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    were two cells dedicated to the museum: we
    show that Joel taught Ellie to swim, and we
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    have the thing in the museum where they confront
    each other about the fireflies.
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    That was basically it.
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    And from there they basically just said 'go'."
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    Mark: "And so then are you drawing maps and
    sketches, or do you just go straight into
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    the level creation tools?"
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    Evan: "I tend to go straight into blockmesh.
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    Most people at Naughty Dog tend to as well.
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    One of the kind of truisms is that you only
    know if it works if it's in 3D.
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    The simplest and quickest way is to just jump
    into the closest version of the final game."
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    Mark: "And then in this blockmesh, do you
    have it so you can control Ellie with the
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    PlayStation 4 controller and the same camera
    and things like that?"
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    Evan: "Exactly.
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    Same camera, same animations.
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    Getting the exact camera proportions, getting
    the exact character controller in there is
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    the big reason we do it like that.
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    You're just able to get a sense of what it
    plays like."
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    Mark: "So the level begins in this outdoor,
    very open area.
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    How do you funnel the player in, and deal
    with tricky things like draw distance?"
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    Evan: "Honestly it's a massive pain.
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    Like you can kinda see here, the trick is
    to try and give the sense of boundlessness
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    while always still producing natural barriers.
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    Where it's like even if you were to jump in
    the water you'd get the feeling 'I'm not going
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    to climb over all of that and crest that hill'.
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    But the big takeaway answer is a lot of smoke
    and mirrors, a wonderful art team that knows
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    to work within those constraints."
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    Mark: "So the next part is kind of a tutorial
    because I think this is the first time we've
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    seen Ellie swimming, right?"
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    Evan: "Yes.
    First that Ellie has on-screen swam.
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    Initially it was going to be an actual swimming
    lesson but as we iterated on it we figured,
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    no, this could actually be a turn, a reveal
    that they've already done that.
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    We've already accomplished this moment.
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    And it gives Joel this really wonderfully
    dad-like tease with her."
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    Mark: "Then we get to this fun reversal where
    Ellie pushes Joel in the water."
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    Evan: "I think for a while it wasn't even
    a reversal.
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    She was like hop in, all these other things.
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    For a while after that it was also just going
    to be a cutscene and I actually had to personally
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    harass Neil a little bit to be like 'can we
    keep the button in?'
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    I think it adds a lot of value just being
    able to be the motivator for this small turnaround.
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    Really adds a lot."
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    Mark: "One of the things Naughty Dog is known
    for is guiding the player with things like
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    weenies, and colour, and lighting.
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    Are you still using those techniques on a
    more exploratory level like this one?"
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    Evan: "The whole bucket is still getting thrown
    at everything all the time.
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    I think the biggest one that's most prominent
    obviously is Joel leading you through the
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    initial section of the level so he's just
    this constant sign, basically: 'go here!
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    Follow me!'
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    But then we flip it, like right here, where
    he actually stops and lets you push forward
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    into the brush, you start looking towards
    the light.
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    Because he's now, at this point in the narrative,
    just going 'okay, I'm going to let her wander
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    into this.
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    I'm going to stop leading.'
    He even shuts up and she's like 'what is it?'
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    Ellie: "Oh my god! It is a dinosaur!"
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    Evan: "Like here, even on the dinosaur, we
    try to use ivy and colour.
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    You look at the tail and it's a brighter hue
    just to try and draw your eye and give you
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    a sense of 'hey, this is secretly climbable.
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    Hey, you can do this.'
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    And again Joel is leading you around this
    so we're always at least hinting at the possibilities
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    rather than leading you directly."
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    Mark: "Climbing the dinosaur is definitely
    one of these fantastic moments in the level.
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    How do these moment come about?"
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    Evan: "Basically a lot of this came out in
    the walkthroughs.
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    So I would do a layout and then we'd actually
    sit down with Neil and play it through, on
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    the stick, and improv the characters.
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    And actually from that improv, a lot of the
    memorable moments evolved by themselves.
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    I had a really dirty version of the dinosaur
    - I mean really awful - even just seeing that,
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    Neil's first question when he looked at it
    was 'can I climb it?'
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    And so we were like 'yeah!
    Yeah, okay let's do that. Let's…"
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    Ellie: *Yells*
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    Mark: "When the player tries something like
    climbing the dinosaur, there's usually a funny
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    or cute voice line in response.
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    So what comes first, the dialogue or the level
    design?"
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    Evan: "A lot of these wonderful lines were
    actually done kind of later in the process
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    where Halley and Neil would come through,
    work with us on the level and scripting team,
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    and figure out what would sell the moment
    best.
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    And I think that's why everything feels so
    interlaced and grounded is because a lot of
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    the dialogue is actually written in reaction
    to the art.
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    The level designers will make something for
    navigation or some other purpose, and then
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    the writers go in and fill out naturally with
    how the character's voice would describe that.
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    Mark: "So tell me a bit about this introductory
    area in the museum."
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    Evan: "So for this part we wanted to give
    a bit more of a neutral opening.
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    So this is one of those examples of where
    we actually turn down a lot of those navigational
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    techniques a little bit.
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    So that you don't feel like you're being rail-roaded
    or there's some kind of golden path.
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    But instead you're engaging with the space
    directly.
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    You're the one actively trying to piece together
    and figure out what the space is."
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    Mark: "So there's lots of things we can interact
    with in this part of the museum, but many
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    of the interactions are really short.
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    Was that intentional?"
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    Evan: "Exactly.
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    Because we're letting the player drive the
    pacing of this sequence, we wanted to keep
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    each individual chunk as small and
    responsive as possible.
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    So they're quippy, they're punchy, and it
    just gives you this you sense of 'well, if
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    you want more you can turn another page.
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    So I think the early area definitely primes
    you and it's like 'every little thing will
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    be worth fiddling, or touching if you want
    to."
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    Mark: "There's a nice example here of using
    the wall to reveal the upcoming dinosaurs.
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    How do you create things like that?"
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    Evan: "The main thing is we look at is, like
    you said, just trying to create interesting
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    camera movements with the level geometry.
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    So always ensuring that occluders, like you
    saw with the wall there, is sliding off and
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    that's the thing that starts revealing all
    these interesting things rather than all there
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    on display at one moment.
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    The way we refine these things varies.
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    So for the T-rex, for example, there were
    some instances where you'd be able to see
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    the T-rex a little too early, or a little
    too soon.
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    So trying to actually sculpt the doorway with
    the foliage so that when Ellie sees it and
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    reacts is when you see it and react."
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    Mark: "There's a lot of stuff in this level
    that player can interact with but they can
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    also skip a whole bunch of it - how do you
    feel about players not seeing some of the
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    content that you made?"
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    Evan: "The main thing we were focusing on
    was this sense of confidence that it's okay
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    if there isn't this perfect, singular experience
    of this level.
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    A big part of it is this sense of freedom
    and this sense that you're the one driving
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    this forward.
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    And sometimes the result of that is just letting
    you be able to miss things.
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    Letting you not see every nook and cranny.
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    Because the main thing was if you force everyone
    to do everything, for some people it would drag.
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    You want to be able to let the player go through
    as quickly or slowly as possible.
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    And for the people who just want to run through,
    asking them to sit there and go through all
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    these little cute things would have absolutely
    infuriated them."
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    Mark: "As we move into this second part of
    the museum which is the space area, I was
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    curious how much are you thinking ahead when
    you're doing the blockmesh, versus just putting
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    down [nondescript], random blobs?"
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    Evan: "For this level it was a good, healthy
    mix of just putting blobs in it.
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    The early blockmesh really was just trying
    to figure out the density of the space.
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    So we'd riff with Neil more.
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    I just had this default, literal blob thing
    where I'd put this like 'ok cool, here's a
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    point of interest, here's a point of interest,
    here's a point of interest.
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    And from there we just kept iterating.
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    This space area had, I think, three or four
    full revisions.
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    After we got the pacing down, I think it was
    really the art team who kept coming up with
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    really interesting ideas and then we came
    up with this final version."
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    Mark: "I just noticed as I got off the Lunar
    Rover there, the camera swung around really
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    nicely to frame the capsule.
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    Is that a case of leading the player to the
    next part of the level?"
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    Evan: "Absolutely.
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    It's just finding little opportunities like
    that, any time you place something down in
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    the level, where it's like 'alright, how do
    I get them to think about the next thing?
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    How do I get them to… frame or otherwise
    reference it'.
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    Sometimes it's in the writing, sometimes it's
    in the camera controls, but overall by this
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    point, thankfully, a lot of players are just
    bought in to how this space works.
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    They're just like 'oh, hey, cool'."
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    Mark: "So the space capsule is obviously this
    huge, important part of the museum: how did
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    that come about?"
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    Evan: "Actually the sequence, in its very
    very early stages, was going to end here.
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    It was just going to have Firefly graffiti,
    and it was going to be the big punch and that's it.
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    But as we kept digging in to the minds of
    the characters in the pitches with Neil and
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    the other writers, we just kept wanting to
    deliver more.
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    We kept wanting to fully articulate this moment
    in Ellie's life where she's actually feeling
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    herself, feeling unburdened and unhindered.
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    From there I actually then started revising
    the level as is to lead up to this moment.
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    To give it more space to breathe.
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    Before the dinosaur was the high point.
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    But now with this it's just a part of the
    build towards this sequence."
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    Mark: "And then with this as the high point,
    we drop down to a very different tone for
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    the next section which is dark and spooky,
    and has the confrontation in the relationship.
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    It's almost like the level is built on a three
    act arc."
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    Evan: "Exactly, exactly.
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    It's like 'okay, cool, now that we know we
    want to deliver this moment, how do we pace
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    it out?
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    How do we build up the structure properly?
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    And now that we have this extreme high note,
    what do we do to counteract it.
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    How do we develop it… what's the third act
    after this?'"
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    Mark: "Before we get to that though, we have
    to jump off of this cafe and down in the water.
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    Is that a loading gate where you're unloading
    previous parts of the level to free up memory?
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    How does that work?"
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    Evan: "We definitely have loading gates.
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    It's just that there was never a point where
    we looked at the budget and said 'we ran out
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    of memory here so we need to put this in now'.
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    Instead it's more this natural assumption
    that we're going to want to give them a break,
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    we're going to want to give us some load time,
    some load pacing.
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    And so let's find out where that will fit
    narratively.
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    So after the capsule, we can take that down
    beat.
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    So let's make it a traversal beat.
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    That lets us unload and these other things,
    so the next thing that we do narratively can
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    have the full bandwidth to do what it wants."
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    Mark: "So Ellie and Joel have now split up
    and the level takes on a very different tone.
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    Could you talk to me about this part of the
    level?"
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    Evan: "I think we just wanted emotional variety,
    was the initial impetus.
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    And then we also wanted to… as we kept exploring
    it deeper, we wanted it to lead into the conflicts
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    in the relationship that have been peppered
    throughout the game so far.
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    They had this amazing, wonderful experience.
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    Everything up until this point was the perfect
    version of the relationship.
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    And then okay, there's a dark side to this
    museum.
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    There's a dark side to Ellie and Joel's relationship.
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    There's an undercurrent there.
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    There's something that's still gnawing at
    them.
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    And right now it's vague.
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    There's just this ominous graffiti.
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    There's somebody who's very regretful of the
    decisions they've made in life.
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    The violence they've enacted.
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    The emotional weight of the actions I've been
    doing up until this point kind of got to somebody."
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    Mark: "And the feeling of unease is emphasised
    by the fact that it feels like there's going
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    to be a fight here, but there's actually no
    enemies whatsoever."
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    Evan: "Just to even signal that it's a possibility
    is enough to get people to tense up.
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    We're giving fake pick-ups, but there's no
    combat in here.
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    The fact that everything in here is to combat
    metrics, quiet: this whole sequence is there,
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    as I was talking about, to explore and set-up
    that tension that this relationship between
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    Ellie and Joel has conflicts and defects that
    will can't be ignored.
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    That will run you over.
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    This helps us tie the good to the bad."
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    Ellie: "I'm in here".
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    Mark: "This level obviously fits in between
    two other levels - one before and one after.
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    How do you maintain a consistent flow across
    the whole game?"
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    Evan: "So it's just a matter of knowing who's
    in charge of each section.
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    Always keeping abreast of what their needs
    and goals were.
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    To start out it was really just knowing that
    this underground subway thing… this is going
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    to be really, really, really intense.
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    We're going to make this a big contrast point
    for this part of the game.
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    Same with the sequence after where it's knowing
    that we're going into the sequence of rescuing Jesse.
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    We're introducing dogs for the first time,
    and all these other elements!
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    So that's when we started tooling with the
    boar jump scare, to re-tune the player to
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    say 'we're going back now.
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    Fun times are over.
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    This is now going to get back to serious territory.
    Brace yourself."
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    Mark: "So if it's even possible to quantify,
    how long do you think this level took to make?"
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    Evan: "Pretty much two solid years."
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    Mark: "Really?"
    Evan: "Really.
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    The big secret for all of Naughty Dog level
    design is just iteration and work.
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    We have a lot of fundamentals, but there are
    some sequences in this game that were re-done
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    like 25 times.
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    And the big secret for this level of quality
    is just that dedication, that level of work,
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    that we'll be willing to do to scrap something
    that doesn't work and re-do it.
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    To get this to this final version was two
    solid years, and my responsibility shifted
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    pretty dramatically over that time.
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    So initially it's just the block-out, it's
    just the layout.
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    Working with the narrative design.
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    Then as things get more and more concrete,
    my role shifts more and more into being producer."
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    (Return to narration): And that's the thing,
    while Evan was the level designer, working
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    under direction from the game's directors
    and lead designers - there was a whole team
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    of people working with him on this area.
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    Evan's simple blockmesh was turned into fabulous
    3D models by David Baldwin and Sarah Swenson,
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    which were then textured by Brian Beppu, and
    lit by Scott Greenway - and that's all going
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    off ideas from concept artists.
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    There were also people involved in adding
    effects, creating Ellie's animations, and
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    scripting Joel's movements.
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    And even more people were responsible for
    producing the level's cinematic moments.
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    But what's bonkers is that each person may
    only work on a handful of areas in this massive game.
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    For example, Evan made the museum, Ellie's
    second flashback, the section at the winter
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    lodge, and a part with Abby and Owen.
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    And that's it - other designers were able to focus
    of the game's many other areas.
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    Which all makes it a bit tricky for me to
    glamorise a The Last of Us level on this channel.
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    This sort of intricately hand-crafted process
    is just not financially feasible for many
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    companies, outside of a rarified few like
    Rockstar and Naughty Dog.
  • 16:47 - 16:52
    And judging by insider reports, it might not
    even have been particularly feasible for
  • 16:52 - 16:53
    Naughty Dog, itself.
  • 16:53 - 16:55
    Or Rockstar, for that matter.
  • 16:55 - 17:01
    So as amazing as the final product is, it
    must come with the caveat that a lot of studios
  • 17:01 - 17:06
    simply don't have the resources to produce
    something like this… in a 30 hour game…
  • 17:06 - 17:09
    filled with levels made to an equally high
    level of quality.
  • 17:09 - 17:14
    With that being said, the museum is packed
    with level design lessons that are applicable
  • 17:14 - 17:16
    to games of any scale.
  • 17:16 - 17:21
    Improv-ing as the characters to find moments
    that fit their personality.
  • 17:21 - 17:24
    Having the confidence to let players miss
    things.
  • 17:24 - 17:29
    Using art and geometry to guide the player's
    eye and frame the best moments.
  • 17:29 - 17:34
    And having the feel of the level mimic the
    emotional journey of the character's relationship.
  • 17:34 - 17:39
    Amazing stuff, all the way through - no wonder
    it's one of the best levels in the whole game.
  • 17:42 - 17:43
    Thanks for watching!
  • 17:43 - 17:46
    I want to give a huge thank you to Evan for
    talking to me.
  • 17:46 - 17:52
    As always, the full, hour-long conversation
    is available to GMTK Patrons on the $5 tier.
  • 17:52 - 17:56
    Also, thanks go to the level's environment
    artist Sarah who also chatted to me to help
  • 17:56 - 17:58
    fill in some extra details.
  • 17:58 - 18:03
    In case it needs to be said: this video is
    not in any way sponsored by PlayStation or
  • 18:03 - 18:04
    Naughty Dog.
  • 18:04 - 18:08
    I know this sort of insider access can sometimes
    be misconstrued as marketing for the game
  • 18:08 - 18:10
    - but that's not the case.
  • 18:10 - 18:11
    I'm just a fan.
  • 18:11 - 18:16
    Cheers to all GMTK Patrons for funding this
    sort of content! You're amazing.
Title:
Last of Us Part II Designer Breaks Down the Game's Best Level
Description:

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Video Language:
English
Duration:
18:16

English subtitles

Revisions