The Last of Us Part II Remastered - Custom DLC | 2024, Unreal Engine
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Game genre : Action / Adventure
Main points : integration in main game's universe, use of main game's mechanics, innovation
Challenging and learned many things
Duration : 3 weeks'
Iterations
Workflow
Moodboard of the levelLayout of the first floor
8th step of the walkthrough
Since this work was done during school period for a duration of 3 weeks, a worfklow was needed to increase efficiency in every task that had to be done. To finish everything in the deadline, I split the three main tasks with a week for each one of them : the first one was used to realize the Game Design Document for The Last of Us 2 Remastered, which could be used to present the project to an editor. The second one was focused on the Level Design Document, with layouts and all important details such as intentions and metrics, whereas the last one was dedicated to the blockout in Unity.
The origin of this level design blockout is an exercise we did at the start of our first year at Game Sup during a lesson from Marc Bidoul. I played the game the summer just before the start of the year so I had quite the fresh idea of what I wanted to do and what tools I had. This led to the version you're seeing on the right. When I took that first work as base, many things changed during the creation of the new version of the layouts and the blockout in the engine such as the enemies used and other mechanics available in this fight sequence. And due to the constraints that were set up in the template I used, I had to change the metrics quite a few times : the ceiling height changed from 8 to 5 meters because it felt too wide when playtesting and for an easier setup and workflow, the metrics of the walls also changed. All these changes led to the version you can see on this section.
Post project
The next element I'd work on for this project would be metrics, because they still need to be polished to be coherent with those of the base game. I'd also try to code the simple showcase features that are missing such as the mechanic to slip through cracks in the walls and also sneak attack on enemies to give an even better look at what the path that the player could take is. Some work on Level Architecture is also necessary to better show that we are in a mall in a zombie apocalypse. Actually, it looks too nice, too new because, due to the "small" amount of time I had to work on it, I didn't have time to make complex shapes using ProBuilder and had to focus on getting the intentions shown through the blockout and the different locations recognizable.
Editor Presentation
Level Design Document
A PDF iconA PDF icon
Credits
Michael_HUFL on Reddit and his post about his The Last of Us Unity template