THE METRO BUILDING
A LEVEL STUDY OF THE LAST OF US
DESIGN PROCESS
This project started as a quarantine hobby, while I was missing this place called
El Porteno's located inside the San Francisco Ferry Building, I started to blockout the Ferry Building in-engine merely for fun.
At the same time I was playing The Last of Us Part I and I had the idea of testing how well I could recreate their scent, having façade as starting point I turned this into a passion project that became more than an empty building.
LEVEL PLANNING
1. Once I defined an area to populate. I established the metrics by defining the geometry and meshes I was going to use for this blockout. Using:
*Different shapes, similar scale.
*Offer the player a clear feeling of safeness when required.
*Convey the aesthetic and feeling of the environment.
2. Define enemies and cover- I wanted to explore stealth, cover, and player paths for Stealth games, so I defined the types of enemies, obstacles for the player and how to use the level to player's advantage in this situation.
*Enemies will be guarding specific sections.
*Enemies will be alerted by sounds, player in sight, and world alterations.
*The player will have safe areas to be able to plan how to move around.
*The player will have enough cover to move around, with risky areas where timing and strategy will be a must.
3. Outdoors & Verticality - I wanted to explore verticality and the development of levels in outdoors instead of structures and rooms, so I took as a reference the image on the right, which is a picture of what I see in front of my desk, as an starting point to create documentation, and from there start blocking out an outdoors section for the level, starting as a Parking Lot with a near by abandoned building used for storage, and close a park with a waterfall hiding a secret entrance (Classic).
For this area I wanted to give room to the player for exploration, so I focused this area on creating a more interesting path with variations, alternative paths, sightseeing, and environment interaction instead.
METRICS & COVER - I wanted to define geometry and cover early in the process so I took props from the engine and designed a few additional props to populate the level and define cover.
From short structures that won't hide the player, to Crouch covers and full body by piling up two or more meshes.
Defined a specific geometry to place at the entrance of every new room, in order to alert the player about guards and enemies inside.
And used color-coded mesh to let the player know from which platforms they can climb.
LEVEL PACING
BLOCKOUT GALLERY
GAMEPLAY VIDEO
THE METRO BUILDING
THE CASCADE