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Uncharted 4

A cinematic action-adventure game from Naughty Dog.

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Where Uncharted 4 comes up1 episode or test

Gcreator of Game Maker's Toolkit testHow Level Design Can Tell a Story
At a glanceUncharted 4 caves convey emotion through space, not story
  1. 1Lower the ceilingPlayers feel tight and constrained
  2. 2Pull the walls inPressure builds, no backstory added
  3. 3Open to a giant vistaSpace releases pressure as triumph

From Emilia Schatz, Naughty Dog

What was said about Uncharted 4

  • Naughty Dog shaped Uncharted 4 caves to make players feel the character's emotion. Uncharted 4 caves start with low ceilings and close walls, then end in a giant vista. The tight start builds pressure and the open space releases it as triumph, with no backstory added.

    Emilia Schatz of Naughty Dog describes the approach: "I might make the ceiling very low, might make the walls come in, so you feel tight and constrained." Space, scale and colour carry the emotion, so players understand how the character feels without being told.

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