Thrik Posted December 11, 2014 Report Posted December 11, 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. Read feature » TheOnlyDoubleF 1
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