CaddieOpen in CaddieDownload for Mac

Making The Last of Us Part II's Best Level

Shared by Caddie Library · Updated
Game Maker's Toolkit18:16Open on YouTube
Chapters show their main points

The bottom line

The Birthday Gift is a great level because its design is shaped around the emotional arc of Ellie and Joel's relationship, refined through two years of iteration. Its lessons on guiding, framing and letting players miss things apply to games of any size.

Key takeaways

  • The level starts as a rough 3D blockout played with the real camera and controls. 1:55
    • The brief was two spreadsheet cells: Joel taught Ellie to swim, and they confront each other about the Fireflies.
    • Naughty Dog's truism is that you only know if it works if it's in 3D.
  • The memorable moments come from improvising as the characters and writing dialogue in reaction to the art. 5:09
    • Neil Druckmann saw a very rough dinosaur and asked can I climb it?, so climbing was added.
    • Lines were written later, once writers saw what the level designers had built.
  • The level hints at what to do and lets players set their own pace, even if they miss content. 4:10
    • Joel leads at first, then stops and stays quiet so the player wanders ahead. The dinosaur's tail is a brighter hue to hint that it can be climbed.
    • Forcing everyone through every interaction would drag for some and infuriate players who want to run through.
  • The level builds as a three-act arc, with the space capsule as its high point. 10:32
    • The sequence was first meant to end at the capsule, with Firefly graffiti. More space was added to lead up to it.
    • The dark third act has no enemies, only fake pickups, so the tension ties the good times to the conflict in the relationship.
  • This quality took two years of work and repeated redesign, which few studios can afford. 14:53
    • Some sequences in the game were redone about 25 times.
    • Evan made only four areas of the game, with a team of artists, animators and scripters behind each one.

The big secret for this level of quality is just that dedication, that level of work, that we'll be willing to do to scrap something that doesn't work and re-do it.

Evan Hill, former level designer at Naughty Dog

Chapter summaries

0:00 Making an open beach feel boundless

The opening area has to feel endless while quietly keeping the player inside it, and the swimming scene works because it skips the lesson.

  • The open area feels boundless but is fenced by natural barriers. 2:42
    • Draw distance and funneling the player are a massive pain, solved with smoke and mirrors and an art team that works within the limits.
    • Even if you jumped in the water, you'd think I'm not going to climb over all of that and crest that hill.
    • The goal is the feeling of freedom without ever leaving the space the team built.
  • The swimming scene works better as a reveal than as a lesson. 3:13
    • It was first planned as a real lesson, but the team chose to show that they had already done it.
    • That gives Joel a dad-like tease.
    • Ellie pushing Joel in was not always a reversal, and the moment was once a cutscene.
    • Evan had to personally harass Neil to keep the button press, since it lets the player trigger the turnaround.

3:58 Guiding by hints and writing to the art

Hints, not orders, lead Ellie to the dinosaur
Joel goes from a 'follow me' sign to a silent presence, and the light and colour do the rest of the guiding.

Navigation cues change with the story, and the dialogue is written to fit what the level designers built.

  • Joel's role changes from a sign pointing the way to a silent presence. 4:10
    • Early on he is a constant sign saying Follow me!, and then he stops leading.
    • At that point in the story he is thinking I'm going to let her wander into this.
    • The player's eye goes to the light through the brush, and Ellie asks what is it?
  • Lines are written in reaction to the art, not the other way round. 5:49
    • Writers Halley and Neil came in late and worked with the level and scripting team on what would sell each moment.
    • Designers build something for navigation, and the writers fill in how Ellie would describe it.
    • Evan says this is why the level feels interlaced and grounded.

6:24 The museum: freedom, short beats and timed reveals

The museum turns down the guidance and sizes every interaction so the player sets the pace.

  • A neutral opening with small interactions lets players piece the space together themselves. 6:28
    • The navigation techniques are turned down so there is no golden path.
    • Each interaction is quippy and punchy, so the player can turn another page if they want more.
    • Short beats teach the player that every little thing is worth touching.
  • Level geometry controls what the player sees and when. 7:31
    • A wall slides out of the camera's way and reveals the dinosaurs gradually instead of all at once.
    • The T-rex was visible too early in some tests, so the doorway was sculpted with foliage.
    • Now the player sees it at the moment Ellie sees it and reacts.
    • The team accepted that there is no perfect, singular experience of the level.

9:08 Blobs, revisions and framing the capsule

The museum's space came from rough blobs and repeated revisions, and the camera and writing steer players toward each next beat.

  • Early blockmesh was mostly blobs that tested how dense the space felt. 9:12
    • Each blob marked a point of interest.
    • The space area went through three or four full revisions.
    • Evan kept riffing on the layout with Neil Druckmann.
    • Once pacing was set, the art team kept coming up with ideas that shaped the final version.
  • Every placed object is a chance to point at the next thing. 9:49
    • Leaving the Lunar Rover, the camera swings round to frame the capsule.
    • Framing can come from writing or from camera controls.
    • The question is always how to get players to think about what comes next.
    • By this point most players are bought in to how the space works.

11:39 Pacing the loads and the dark turn

Loading breaks sit where the story needs a breather
The team assumed players would need a break and put the unload at the story's quiet beat, which gives the dark turn the full bandwidth it needs.

Load breaks and the tonal drop are both placed where the story needs a breather.

  • Loading gates sit where the story wants a quiet beat. 11:52
    • No memory budget forced them. The team assumed from the start that players needed a break.
    • After the capsule comes a down beat, made a traversal beat.
    • The jump off the cafe into the water is that break.
    • Unloading gives the next narrative beat the full bandwidth to do what it wants.
  • The dark section shows the undercurrent in Ellie and Joel's bond. 12:28
    • The aim was emotional variety, then a lead-in to the game's conflicts.
    • Everything before it is the perfect version of the relationship.
    • The ominous graffiti hints at someone regretful of the violence they've done.
    • Evan: Just to even signal that it's a possibility is enough to get people to tense up.

13:57 Flow across the game, and the price of quality

Each level is tuned against its neighbors, built by a large team, and too costly for most studios to copy.

  • Each level is tuned as a contrast to the ones around it. 14:07
    • The intense subway before it makes the museum a big contrast point.
    • The boar jump scare after it re-tunes players for serious territory.
    • Evan kept track of who was in charge of each section and what they needed.
    • The next sequence, the rescue of Jesse, introduces dogs for the first time.
  • A large team built the level, and each person owned only a few areas. 15:39
    • Baldwin and Swenson modeled it, Beppu textured it, Greenway lit it.
    • Others added effects, Ellie's animation, Joel's movement and cinematics.
    • Concept artists supplied the ideas the models followed.
    • Evan's role moved from layout to producer as the level firmed up.
  • Few studios can afford this process, but its lessons scale down. 16:32
    • Only a rarified few, like Rockstar and Naughty Dog, can hand-craft this way.
    • Insider reports suggest it strained even them.
    • Matching this quality across a 30-hour game is the hard part.
    • The lessons: improvise as the characters, let players miss things, guide the eye with art and geometry, and mirror the relationship in the level's feel.

In the growth library

Mark Brown and Evan Hill, Mark Brown is the creator of Game Maker's Toolkit; Evan Hill is a former level designer at Naughty Dog. A level designer walks through how the museum flashback level in The Last of Us Part II was built, from blockmesh and walkthrough improv to pacing, guidance and emotional structure. The worked example is the Birthday Gift level, which grew from two spreadsheet cells into a three act arc that took two years and many rebuilds.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript286 lines
0:02

Hi, I'm Mark Brown and this is Game Maker's Toolkit - a YouTube series about game design. A few weeks ago, I had the pleasure of speaking to Evan Hill - a former level designer at Naughty Dog, who worked on one of my favourite parts of The Last of Us Part II. Evan was responsible for a level called The Birthday Gift: a level about Joel and Ellie's relationship that takes place in a nostalgic flashback, set between the events of the two games.

0:30

Joel: "Happy Birthday, kiddo." So I set up a three-way Discord chat with me, Evan, and a mirror of my PS4 output - so he could provide commentary on his level as I played through it. And, you know what? The conversation was so interesting that I couldn’t think of a better way to do it justice than to simply share a, uh, heavily edited version of our chat. So, without further ado, let's just jump on in and find out how a level like this gets made.

1:01

♫ Guitar ♫ Mark: "So how does a level like this begin? Are you given a brief from Neil about what the level should be like, and what it should contain?" Evan: "So for this sequence, and a lot of sequences, all I got from Neil was two paragraphs. We had this big Excel spreadsheet of the game in its totality, what we needed, and there were two cells dedicated to the museum: we show that Joel taught Ellie to swim, and we have the thing in the museum where they confront each other about the fireflies.

1:45

That was basically it. And from there they basically just said 'go'." Mark: "And so then are you drawing maps and sketches, or do you just go straight into the level creation tools?" Evan: "I tend to go straight into blockmesh. Most people at Naughty Dog tend to as well. One of the kind of truisms is that you only know if it works if it's in 3D. The simplest and quickest way is to just jump into the closest version of the final game."

2:07

Mark: "And then in this blockmesh, do you have it so you can control Ellie with the PlayStation 4 controller and the same camera and things like that?" Evan: "Exactly. Same camera, same animations. Getting the exact camera proportions, getting the exact character controller in there is the big reason we do it like that. You're just able to get a sense of what it plays like." Mark: "So the level begins in this outdoor, very open area.

2:35

How do you funnel the player in, and deal with tricky things like draw distance?" Evan: "Honestly it's a massive pain. Like you can kinda see here, the trick is to try and give the sense of boundlessness while always still producing natural barriers. Where it's like even if you were to jump in the water you'd get the feeling 'I'm not going to climb over all of that and crest that hill'. But the big takeaway answer is a lot of smoke and mirrors, a wonderful art team that knows to work within those constraints."

3:06

Mark: "So the next part is kind of a tutorial because I think this is the first time we've seen Ellie swimming, right?" Evan: "Yes. First that Ellie has on-screen swam. Initially it was going to be an actual swimming lesson but as we iterated on it we figured, no, this could actually be a turn, a reveal that they've already done that. We've already accomplished this moment. And it gives Joel this really wonderfully dad-like tease with her."

3:34

Mark: "Then we get to this fun reversal where Ellie pushes Joel in the water." Evan: "I think for a while it wasn't even a reversal. She was like hop in, all these other things. For a while after that it was also just going to be a cutscene and I actually had to personally harass Neil a little bit to be like 'can we keep the button in?' I think it adds a lot of value just being able to be the motivator for this small turnaround.

3:57

Really adds a lot." Mark: "One of the things Naughty Dog is known for is guiding the player with things like weenies, and colour, and lighting. Are you still using those techniques on a more exploratory level like this one?" Evan: "The whole bucket is still getting thrown at everything all the time. I think the biggest one that's most prominent obviously is Joel leading you through the initial section of the level so he's just this constant sign, basically: 'go here!

4:24

Follow me!' But then we flip it, like right here, where he actually stops and lets you push forward into the brush, you start looking towards the light. Because he's now, at this point in the narrative, just going 'okay, I'm going to let her wander into this. I'm going to stop leading.' He even shuts up and she's like 'what is it?' Ellie: "Oh my god! It is a dinosaur!" Evan: "Like here, even on the dinosaur, we try to use ivy and colour.

4:49

You look at the tail and it's a brighter hue just to try and draw your eye and give you a sense of 'hey, this is secretly climbable. Hey, you can do this.' And again Joel is leading you around this so we're always at least hinting at the possibilities rather than leading you directly." Mark: "Climbing the dinosaur is definitely one of these fantastic moments in the level. How do these moment come about?" Evan: "Basically a lot of this came out in the walkthroughs.

5:13

So I would do a layout and then we'd actually sit down with Neil and play it through, on the stick, and improv the characters. And actually from that improv, a lot of the memorable moments evolved by themselves. I had a really dirty version of the dinosaur - I mean really awful - even just seeing that, Neil's first question when he looked at it was 'can I climb it?' And so we were like 'yeah! Yeah, okay let's do that. Let's…" Ellie: *Yells* Mark: "When the player tries something like climbing the dinosaur, there's usually a funny or cute voice line in response.

5:49

So what comes first, the dialogue or the level design?" Evan: "A lot of these wonderful lines were actually done kind of later in the process where Halley and Neil would come through, work with us on the level and scripting team, and figure out what would sell the moment best. And I think that's why everything feels so interlaced and grounded is because a lot of the dialogue is actually written in reaction to the art.

6:13

The level designers will make something for navigation or some other purpose, and then the writers go in and fill out naturally with how the character's voice would describe that. Mark: "So tell me a bit about this introductory area in the museum." Evan: "So for this part we wanted to give a bit more of a neutral opening. So this is one of those examples of where we actually turn down a lot of those navigational techniques a little bit.

6:39

So that you don't feel like you're being rail-roaded or there's some kind of golden path. But instead you're engaging with the space directly. You're the one actively trying to piece together and figure out what the space is." Mark: "So there's lots of things we can interact with in this part of the museum, but many of the interactions are really short. Was that intentional?" Evan: "Exactly. Because we're letting the player drive the pacing of this sequence, we wanted to keep each individual chunk as small and responsive as possible.

7:10

So they're quippy, they're punchy, and it just gives you this you sense of 'well, if you want more you can turn another page. So I think the early area definitely primes you and it's like 'every little thing will be worth fiddling, or touching if you want to." Mark: "There's a nice example here of using the wall to reveal the upcoming dinosaurs. How do you create things like that?" Evan: "The main thing is we look at is, like you said, just trying to create interesting camera movements with the level geometry.

7:38

So always ensuring that occluders, like you saw with the wall there, is sliding off and that's the thing that starts revealing all these interesting things rather than all there on display at one moment. The way we refine these things varies. So for the T-rex, for example, there were some instances where you'd be able to see the T-rex a little too early, or a little too soon. So trying to actually sculpt the doorway with the foliage so that when Ellie sees it and reacts is when you see it and react."

8:06

Mark: "There's a lot of stuff in this level that player can interact with but they can also skip a whole bunch of it - how do you feel about players not seeing some of the content that you made?" Evan: "The main thing we were focusing on was this sense of confidence that it's okay if there isn't this perfect, singular experience of this level. A big part of it is this sense of freedom and this sense that you're the one driving this forward.

8:31

And sometimes the result of that is just letting you be able to miss things. Letting you not see every nook and cranny. Because the main thing was if you force everyone to do everything, for some people it would drag. You want to be able to let the player go through as quickly or slowly as possible. And for the people who just want to run through, asking them to sit there and go through all these little cute things would have absolutely infuriated them."

9:01

Mark: "As we move into this second part of the museum which is the space area, I was curious how much are you thinking ahead when you're doing the blockmesh, versus just putting down [nondescript], random blobs?" Evan: "For this level it was a good, healthy mix of just putting blobs in it. The early blockmesh really was just trying to figure out the density of the space. So we'd riff with Neil more. I just had this default, literal blob thing where I'd put this like 'ok cool, here's a point of interest, here's a point of interest, here's a point of interest.

9:33

And from there we just kept iterating. This space area had, I think, three or four full revisions. After we got the pacing down, I think it was really the art team who kept coming up with really interesting ideas and then we came up with this final version." Mark: "I just noticed as I got off the Lunar Rover there, the camera swung around really nicely to frame the capsule. Is that a case of leading the player to the next part of the level?"

10:00

Evan: "Absolutely. It's just finding little opportunities like that, any time you place something down in the level, where it's like 'alright, how do I get them to think about the next thing? How do I get them to… frame or otherwise reference it'. Sometimes it's in the writing, sometimes it's in the camera controls, but overall by this point, thankfully, a lot of players are just bought in to how this space works. They're just like 'oh, hey, cool'."

10:25

Mark: "So the space capsule is obviously this huge, important part of the museum: how did that come about?" Evan: "Actually the sequence, in its very very early stages, was going to end here. It was just going to have Firefly graffiti, and it was going to be the big punch and that's it. But as we kept digging in to the minds of the characters in the pitches with Neil and the other writers, we just kept wanting to deliver more.

10:48

We kept wanting to fully articulate this moment in Ellie's life where she's actually feeling herself, feeling unburdened and unhindered. From there I actually then started revising the level as is to lead up to this moment. To give it more space to breathe. Before the dinosaur was the high point. But now with this it's just a part of the build towards this sequence." Mark: "And then with this as the high point, we drop down to a very different tone for the next section which is dark and spooky, and has the confrontation in the relationship.

11:20

It's almost like the level is built on a three act arc." Evan: "Exactly, exactly. It's like 'okay, cool, now that we know we want to deliver this moment, how do we pace it out? How do we build up the structure properly? And now that we have this extreme high note, what do we do to counteract it. How do we develop it… what's the third act after this?'" Mark: "Before we get to that though, we have to jump off of this cafe and down in the water.

11:45

Is that a loading gate where you're unloading previous parts of the level to free up memory? How does that work?" Evan: "We definitely have loading gates. It's just that there was never a point where we looked at the budget and said 'we ran out of memory here so we need to put this in now'. Instead it's more this natural assumption that we're going to want to give them a break, we're going to want to give us some load time, some load pacing.

12:07

And so let's find out where that will fit narratively. So after the capsule, we can take that down beat. So let's make it a traversal beat. That lets us unload and these other things, so the next thing that we do narratively can have the full bandwidth to do what it wants." Mark: "So Ellie and Joel have now split up and the level takes on a very different tone. Could you talk to me about this part of the level?" Evan: "I think we just wanted emotional variety, was the initial impetus.

12:33

And then we also wanted to… as we kept exploring it deeper, we wanted it to lead into the conflicts in the relationship that have been peppered throughout the game so far. They had this amazing, wonderful experience. Everything up until this point was the perfect version of the relationship. And then okay, there's a dark side to this museum. There's a dark side to Ellie and Joel's relationship. There's an undercurrent there.

12:59

There's something that's still gnawing at them. And right now it's vague. There's just this ominous graffiti. There's somebody who's very regretful of the decisions they've made in life. The violence they've enacted. The emotional weight of the actions I've been doing up until this point kind of got to somebody." Mark: "And the feeling of unease is emphasised by the fact that it feels like there's going to be a fight here, but there's actually no enemies whatsoever."

13:26

Evan: "Just to even signal that it's a possibility is enough to get people to tense up. We're giving fake pick-ups, but there's no combat in here. The fact that everything in here is to combat metrics, quiet: this whole sequence is there, as I was talking about, to explore and set-up that tension that this relationship between Ellie and Joel has conflicts and defects that will can't be ignored. That will run you over.

13:54

This helps us tie the good to the bad." Ellie: "I'm in here". Mark: "This level obviously fits in between two other levels - one before and one after. How do you maintain a consistent flow across the whole game?" Evan: "So it's just a matter of knowing who's in charge of each section. Always keeping abreast of what their needs and goals were. To start out it was really just knowing that this underground subway thing… this is going to be really, really, really intense.

14:23

We're going to make this a big contrast point for this part of the game. Same with the sequence after where it's knowing that we're going into the sequence of rescuing Jesse. We're introducing dogs for the first time, and all these other elements! So that's when we started tooling with the boar jump scare, to re-tune the player to say 'we're going back now. Fun times are over. This is now going to get back to serious territory. Brace yourself."

14:47

Mark: "So if it's even possible to quantify, how long do you think this level took to make?" Evan: "Pretty much two solid years." Mark: "Really?" Evan: "Really. The big secret for all of Naughty Dog level design is just iteration and work. We have a lot of fundamentals, but there are some sequences in this game that were re-done like 25 times. And the big secret for this level of quality is just that dedication, that level of work, that we'll be willing to do to scrap something that doesn't work and re-do it.

15:21

To get this to this final version was two solid years, and my responsibility shifted pretty dramatically over that time. So initially it's just the block-out, it's just the layout. Working with the narrative design. Then as things get more and more concrete, my role shifts more and more into being producer." (Return to narration): And that's the thing, while Evan was the level designer, working under direction from the game's directors and lead designers - there was a whole team of people working with him on this area.

15:50

Evan's simple blockmesh was turned into fabulous 3D models by David Baldwin and Sarah Swenson, which were then textured by Brian Beppu, and lit by Scott Greenway - and that's all going off ideas from concept artists. There were also people involved in adding effects, creating Ellie's animations, and scripting Joel's movements. And even more people were responsible for producing the level's cinematic moments. But what's bonkers is that each person may only work on a handful of areas in this massive game.

16:19

For example, Evan made the museum, Ellie's second flashback, the section at the winter lodge, and a part with Abby and Owen. And that's it - other designers were able to focus of the game's many other areas. Which all makes it a bit tricky for me to glamorise a The Last of Us level on this channel. This sort of intricately hand-crafted process is just not financially feasible for many companies, outside of a rarified few like Rockstar and Naughty Dog.

16:47

And judging by insider reports, it might not even have been particularly feasible for Naughty Dog, itself. Or Rockstar, for that matter. So as amazing as the final product is, it must come with the caveat that a lot of studios simply don't have the resources to produce something like this… in a 30 hour game… filled with levels made to an equally high level of quality. With that being said, the museum is packed with level design lessons that are applicable to games of any scale.

17:16

Improv-ing as the characters to find moments that fit their personality. Having the confidence to let players miss things. Using art and geometry to guide the player's eye and frame the best moments. And having the feel of the level mimic the emotional journey of the character's relationship. Amazing stuff, all the way through - no wonder it's one of the best levels in the whole game. Thanks for watching! I want to give a huge thank you to Evan for talking to me.

17:45

As always, the full, hour-long conversation is available to GMTK Patrons on the $5 tier. Also, thanks go to the level's environment artist Sarah who also chatted to me to help fill in some extra details. In case it needs to be said: this video is not in any way sponsored by PlayStation or Naughty Dog. I know this sort of insider access can sometimes be misconstrued as marketing for the game - but that's not the case.

18:09

I'm just a fan. Cheers to all GMTK Patrons for funding this sort of content! You're amazing.