How Naughty Dog MASTERED Combat Design!
Автор: Gabriel Fuentes
Загружено: 2025-05-14
Просмотров: 2421
Описание:
In this first episode of my series, "Inside Naughty Dog’s Level Design", I analyze the Hillcrest level from Chapter 3: Seattle Day 2 of The Last of Us Part II.
This encounter stands out for introducing enemy dogs that force the player to keep moving, the verticality within the suburban houses, and the large smoke plume in the sky that acts as a landmark throughout the encounter.
Throughout the video, I explore how Naughty Dog applies level design principles such as high and low cover, occluded movement, positive and negative space, and the multiple traversal options available to players. I also discuss concepts like player agency, risk and reward, and the subtle environmental cues used to guide players. ✏️
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📘 LEARN HOW TO MAKE BLOCKOUTS IN UNREAL ENGINE 5 IN LESS THAN 5 MINUTES HERE: • From ZERO to BLOCKOUT! Unreal Engine Level...
📺 WATCH THE FULL "INSIDE NAUGHTY DOG'S LEVEL DESIGN" PLAYLIST HERE: • Inside Naughty Dog’s Level Design
━ LINKS ━
(When available, affiliate links help support the channel at no extra cost to you - thank you!)
🔥 The 5 Level Design Books EVERY Developer Should Own!
► An Architectural Approach to Level Design (2nd Edition) – https://amzn.to/3M9mG1p
► Level Design: Processes and Experiences – https://amzn.to/3K33mCj
► Level Up!: The Guide to Great Video Game Design by Scott Rogers – https://amzn.to/49wyLaV
► A Practical Guide to Level Design – https://amzn.to/3XCc91g
► 101 Things I Learned in Architecture School – https://amzn.to/447DvQyi
📚 More Recommended Level Design Books
► Level Design Essentials! – https://amzn.to/4i7JXNm
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⏱️Timestamps⏱️
00:00 Intro – Inside Naughty Dog’s Level Design (Series Ep. 1)
01:10 Overview of Hillcrest Encounter
01:28 Lighting and Dead Zones
02:42 Negative & Positive Spaces
04:50 High and Low Cover Mechanics
08:36 Verticality
10:15 The Loop Concept
11:36 Agency
12:44 High Ground
13:37 Suggestions for Encounter Improvements 💡
16:06 Framing & Composition
16:58 Risk and Reward
19:18 Valves
20:26 Funneling
20:58 Leading Lines
21:50 Enemy & Player Territories
23:04 Tension
24:00 Backboards
24:40 Spiky Ball / Pressure Enemies
26:22 Breakable Covers
27:09 Scarcity of Resources
27:26 Final Level Push
28:54 Non-Interactable Visual Cues
30:29 Reached the Goal
31:53 Outro and Teaser for Next Episode
Let me know in the comments if you found this video helpful and what kind of content you’d like to see next! 👇
📖 References:
✏️ The Level Design Book: https://book.leveldesignbook.com/
✏️ Level Design Workshop: Blockmesh and Lighting Tips: • Level Design Workshop: Blockmesh and Light...
✏️ Spatial Communication in Level Design: • Spatial Communication in Level Design
🎥 The Last of Us 2 - Aggressive Stealth Gameplay Intro: • The Last of Us 2 - Aggressive Stealth Game...
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