
Gas Station


The Last of Us Part II (fan art) Unreal 5
Special Thanks to Livio Ambrosini for his feedbacks.
Level Designer
Narrative Designer
Personal work
2023
Action-Adventure
PC
4 Weeks
Using Unreal Engine 5
WALKTHROUGH
Objectives
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Create a brief mission in The Last of Us Part 2 universe
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Give the player the choice to play stealthily or head-on
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Emphasize the player's ability to adapt to enemies and different zones
Constraints
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Create the level within a set time limit.
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Design a map true to the base game's DNA
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Out of my comfort zone, used to using Unity
PAPER DESIGN AND BLOCKOUT




First iteration
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Quickly iterate
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Determine Gameplay Beats
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Try out things in the engine
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Have a pleasing good structure to work upon.
THE LEVEL LAYOUT
The Beats

The 5th beat serves solely as a link between the gas station and the radio tower.
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Fragment the level into 5 "Beats" :
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Gradually increasing difficulty for structured progression
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Dynamic rhythm between planning and intense engagement.
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Clear objectives to guide and maintain player focus at each stage.
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The level's intention is to challenge the player through a series of tactical confrontations and stealth encounters.

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Cover-to-cover is crucial for both stealth and frontal gameplay
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Allowing the player to plan the approach.
Characters and Behaviors
ENEMY TYPE




RANGE
Mid - Range
Short- Range
Melee
Long - Range
BEHAVIOR
Maintains an intermediate distance, tries to keep pressure with sustained fire, moves frequently to find better firing angles
Close combat, charges at the enemy with fast and powerful attacks
Seeks to get close for melee attacks, hides behind cover, quickly ambushes
Stay back, seeks elevated positions for distant shots, uses cover to protect themselves.
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Diverse enemy behaviors provide players with a range of challenges and strategies.
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Eliminating various enemy types breaks the monotony in gameplay.
Top Down


Level Composition Table
BEAT
1
2
3
4
LOCATION
Service Station Forecourt
Convenience Store
Staff Parking
Roof Store
ENEMIES









RESSOURCES



DIFFICULTY
OVERVIEW
1.Servie Station Forecourt


OVERWATCH SNIPER POSITION
TACTICAL TERRAIN ADVANTAGE
"TWO BIRDS, ONE STONE"
FORESHADOW
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The player's mission: clear all enemies, reach the radio tower to signal area clearance.
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He must adapt to each zone, each offering a different dynamic:
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The size of the area
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The arrangement of enemies and their routines
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The resources at his disposal, including various covers and tall grasses.
2. Convenience Store

BACK OUTSIDE
STORY TELLING
CLOSE QUARTERS
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Some 'close-quarter' zones force the player to act quickly, but he always has the choice to be discreet or not.
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The enemies' conversations also require the player to carefully time his actions for a discreet approach.
3. Parking Staff


BACK OUTSIDE
STORY TELLING
COLLECTIBLES
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If the player lacks a silent ranged weapon and aims for discretion, he must watch out for the sniper's constant patrols on the roof, monitoring all allies outdoors.
4&5. Roof Store

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Head out towards the Exit once all the enemies are eliminated.
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If the player attempts to leave the area before eliminating all the enemies, Eli will turn back, saying that the area is not yet secure.











