See How Level Design & Lighting Helped Make The Last of Us More Immersive
Peter Tunik shared his observations.
Naughty Dog
The Last of Us is a great game, so memorable that HBO created a TV show adaptation. But what makes it so good?
Level designer Peter Tunik might have an answer. Replaying Part 1, he took note of Naughty Dog's decisions and shared his thoughts on LinkedIn.
He sees the game as a "benchmark of narrative approach and emotional design in the action‑adventure genre." He noted that landmarks are an important part of The Last of Us, they not only guide you but also act as markers of achievement: when you see them, you understand how far you've come. "Landmarks are not just navigation tools a way to visualize story progress and create a seamless world you want to explore."
"Deep immersion is achieved through detailed and logical work with the environment and props, which allows emotional resonance in the player. I especially want to highlight the transitions between story arcs tied to the seasons," Tunik said.
Naughty Dog used yellow and red accents to highlight interactive objects and movement directions, not letting players get lost. Here, design, narrative work, and NPCs who can lead you to your next goal work together to create a "visually readable space with excellent navigation.
Lighting also has its role in guiding you and setting up the scene.
"During the Boston escape, for example, the cold light of searchlights and lamps highlights danger zones, while darker areas read as safe paths. In other segments, directed lighting is used to illuminate a passage or an important object. It’s a subtle but critically important way to guide the player’s attention."
Tunik concludes that The Last of Us has a "dramatic, heavy story that unfolds thanks to the depth of design, the intricacy of the world, and the cohesive visual and audio presentation – together creating a true masterpiece."
Masterpiece is not the word viewers would use after the shocking (for those who haven't played the game) scene in one of the episodes, which dragged the show's rating down.
As for the game, fans should abandon the hope for another part, as Naughty Dog's boss Neil Druckmann said there is no guarantee The Last of Us 3 will be developed any time soon.
If you enjoyed Tunik's thought process, check out his LinkedIn, where he will continue his series of level design tricks used in the game.
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