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Study mode:
on
1
Intro
2
Who am I
3
Concept
4
Outline
5
Composition
6
Keyshot and Cats
7
Player Experience
8
Writing
9
Goals and Acts
10
Hike to the Surprise
11
Exploring the Museum
12
Character Breakdown
13
Gameplay
14
Level Design
15
Pacing Process
16
Production Process
17
Alphas Playtesting
18
Lock and Polish
19
General
20
Feedback
21
Playtesting
22
Blockouts vs Polish
23
When to Abandon
24
Using Maya
25
Maintaining Alignment
Description:
Explore the intricate process of designing the "Museum Flashback" level in The Last of Us Part II through this comprehensive GDC Level Design Summit talk. Delve into Level Designer Evan Hill's detailed breakdown of his contributions, covering design theories, methods, and the production journey from initial outline to final release. Gain insights into concept development, composition, player experience, writing, gameplay mechanics, pacing, and the iterative process of playtesting and refinement. Learn about the challenges of maintaining alignment, using Maya for level design, and knowing when to abandon ideas. This in-depth session offers valuable knowledge for game developers and enthusiasts interested in the nuances of creating immersive and memorable gaming experiences.

Designing the Museum Flashback - The Last of Us Part II

GDC
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