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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.
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And judging by insider reports, it might not
even have been particularly feasible for
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Naughty Dog, itself.
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Or Rockstar, for that matter.
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So as amazing as the final product is, it
must come with the caveat that a lot of studios
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simply don't have the resources to produce
something like this… in a 30 hour game…
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filled with levels made to an equally high
level of quality.
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With that being said, the museum is packed
with level design lessons that are applicable
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to games of any scale.
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Improv-ing as the characters to find moments
that fit their personality.
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Having the confidence to let players miss
things.
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Using art and geometry to guide the player's
eye and frame the best moments.
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And having the feel of the level mimic the
emotional journey of the character's relationship.
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Amazing stuff, all the way through - no wonder
it's one of the best levels in the whole game.
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Thanks for watching!
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I want to give a huge thank you to Evan for
talking to me.
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As always, the full, hour-long conversation
is available to GMTK Patrons on the $5 tier.
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Also, thanks go to the level's environment
artist Sarah who also chatted to me to help
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fill in some extra details.
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In case it needs to be said: this video is
not in any way sponsored by PlayStation or
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Naughty Dog.
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I know this sort of insider access can sometimes
be misconstrued as marketing for the game
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- but that's not the case.
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I'm just a fan.
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Cheers to all GMTK Patrons for funding this
sort of content! You're amazing.