Thrik Posted December 1, 2014 Report Posted December 1, 2014 In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike. It was originally given in a class at game design school Supinfogame in October 2014. Spoilers ahead — I strongly recommend that newcomers to the game play as they read this analysis. Read feature » El Moroes, TheOnlyDoubleF and -HP- 3
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