That moment with Ellie and the ladder was absolutely exquisite design. There's a lot in this specific level that I adore but that moment in particular was simply superb.
My partner (first time) and I (4th time) played through this the other day, prepping for Part II. She never plays single player games by herself and most of TLoU has terrified her. But on this level, she literally said "Wow, that's beautiful!". I hope you know that your work is still being enjoyed by people 7 years later.
4 роки тому+5
Please do the second half, this was brilliant! It's one thing to see other people infer meaning on a creative work of others, but it's another thing to see the creator explain the meaning itself. Very entertaining.
By the way, I think the dialogue at 14:00 is such a nice callback. It's identical (or almost identical) to the dialogue right after Joel and Ellie leave the State Capitol building and she sees all the tall buildings for the first time. That scene struck me as being the first time that Joel's attitude toward Ellie began to soften slightly. Prior to that moment, he was quite abrupt with her conversationally. It was a nice transition and it was so cool to see it echoed hours and hours later in this scene. What a great story. Thank you for all your hard work on this.
Was randomly recommended your channel and it feels as though I was blessed. First I see you worked with MediaMolecule on Dreams, now I see you worked on The Last of Us (and specifically my favorite moment in the entire game) Thank you for these videos
Truly excellent. I’ve played this level so many times and it’s really wonderful seeing the thought that went into crafting it. I remember how absolutely incredible it was having Ellie see the giraffes.
They don't call you guys Naughty Gods for nothing. This was fantastic and insightful and I look forward to more of these. Thanks for all your hard work on TLOU.
Thanks for your wonderful presentation. Working in console game industry for years, I havn't yet worked with a level designer that has such strong understanding of story-telling technique like you. That makes me a bit sad and cheerful at the same time!
Would love to see the second part! I love the psychological aspects of how you've laid out the levels. It's very nice to see all the deliberate thought that goes into a level so that it "feels" a certain way...even if the player isn't aware of it. More more! :)
ironically, SLC is laid out on a very strict grid by Joseph Smith's design with street numbers starting at the temple and increasing in every direction from there, so your map was maybe not actually that far off all things considered, hah. Loved the video, hope you get to do more of these!
I realised this after making the vid. I was either a vary good designer when I made this level or a very bad one. I cant remember. All I know is I dont like grids any more 😂
Hi, Peter. As an aspiring game design student and a super-fan of The Last of Us series, I really would like to hear the second part of this level if you have time of course. Thanks again, for these super informations that you shared with us.
100% would live to hear more. I think over the past month or so you have solely got me interested in level design. Never really considered how much thought goes into laying out a level
I definitely want more of this! This was great! And I recognize your voice! Heard you talking a bit about the bus depot in the Grounded documentary, I think
One of the best levels of all time. No encounter, relaxing, but still dangerious, don't know what will happen but same time you know that nothing will happen, the ambiance, music, silence, all speaks itself. Make part 2 PLS.
Beautiful. It's amazing seeing you describe these things & thinking how some of these thoughts ran through my head after my 5th or so playthrough. Ellie is so distant in pulled into herself here. After the Giraffe petting she takes the lead again running out of terminal. Beautiful I love that early hints at innocents and stuffed animals\Giraffes early in the game, this game was a well crafted masterpiece and I hope the TV series follows suit. Everything was structure so well throughout the game, such as Ellie mentioning she can't swim as what's about to happen. You know it was in the back of every game player's mind. Beautiful!
Great insight. I remember that scene very well, as I suspect most do. I never thought about the breakdown like you explained it, but in retrospect it makes complete sense. From my reaction to the scene, when I played through the game; I can tell you that it worked.
Thank You for this breakdown! Can't wait for the second part)) The puzzle from a further part (one with the broken ladder in flooded ventilation) really blowed my mind - how it was simple but elegant! Best puzzle in the whole game in my opinion - Thank You!
Thank you for making this! This game means so much to me and it is awesome to hear what the thought-processes were in the design and intent of this level. I would gladly listen to you give commentary on the entirety of the game!
Peter, this is so insightful. Thank you so much for sharing. Its awesome to see how the emotion beats are made stronger through the design of the space.
I love the detailed explanation of your workflow. It makes sense that you would craft the environment around the story and the characters instead of the other way around. As one who is hoping to improve my world building and environment design skills, it's nice to be provided with a demonstration of a process that challenges my preconceived notions. Thank you. I subbed.
More! I love this. The details like wear you have your wife's name and self criticism on the grid layout is very human and makes me love the game more.
Hey Peter thank you so much for this video, I loved hearing about all the thought process going on and the careful attention to detail everything has. Hope you can keep doing this, It was really enjoyable!
Really great stuff as always, one of my favourite games of all time, fantastic to hear your exact reasoning behind different aspects of the level. Would love to watch a seond part. Thanks for the content Peter!
Really enjoy listening to you talk about level design. I finally got around to watching your other video last week of the Dreams level with the lighthouse that you showed bits of at the beginning of this vid. I don’t think I’ve ever played a story driven or adventure game ever. But I like hearing what decisions were made to make these. You’ve made me want to play this now lol I might just try and claw myself away from Dreams at one point, to play it 👍🏻
Loved this video on my favorite moment in the game! I often use this as an example of an important beat that doesn't feel impressive when described or viewed in isolation. But with context, it's such a powerful point in the story. Definitely interested in a second part if you're still gauging interest. And on a slight tangent, do you mind sharing the editing tool used here? Those yellow overlays are clean and the clapperboard style sound on play/pause is a really nice touch too.
Thank you for the nice comments. The tool I used was After Effects. Im pretty new to it but its not too tricky to use. The clapper boad sound was litterally me hitting the space bar as I paused the video to talk though :)
@@peterfieldis Haha that was my initial guess, but found it to be a good indicator of the switch between gameplay and commentary. I'll probably use it deliberately now :D
Hi Peter thank you for sharing this. I would like to ask though if you were the one who created all the assets at this level or did you have another team for asset creation?
@@peterfieldis Thanks. one last question. the buildings in the background and mountains, are those just environment spheres? or images? hope that makes sense
This moment with the ladder is a brilliant and the most memorable case of subverting players' expectation for me, Peter. I wonder how did you come to this? Was it just from the get-go: "Yep, we'll just do this!" Or it was several iterations and discussions until you got it?
Loads and loads of itterations. Fewer than a lot of levels, probably because the foundation that Neil & Bruce gave me was so strong with this one, but still took a while to get to this point. The ladder section was all about working out how much we could frustrate the player so trying out different combinations of mechanics and variations and feeling out how they all played. Still feel super grateful that I got this level. It was a gift & a joy to build :)
@@peterfieldis Thank you for your reply and this breakdown! This moment is so deep and memorable. Thank you and all the people involved in creating this particular and the whole TLOU I experience.
Second half Peter, 3 years in the waiting, you got this :)
So true! Part 2 would be such a treat
Wonderfully insightful, Peter. I would love to hear more!
I think 8:15 works really well to convey Ellie's inner struggle. I wasn't expecting it and created a memorable instant.
That moment with Ellie and the ladder was absolutely exquisite design. There's a lot in this specific level that I adore but that moment in particular was simply superb.
Also, whilst I doubt there's any player data to give a definitive answer, I'd love to know how many people missed/skipped the giraffe interaction.
I think probably just speed runners & robots :)
My partner (first time) and I (4th time) played through this the other day, prepping for Part II. She never plays single player games by herself and most of TLoU has terrified her. But on this level, she literally said "Wow, that's beautiful!". I hope you know that your work is still being enjoyed by people 7 years later.
Please do the second half, this was brilliant!
It's one thing to see other people infer meaning on a creative work of others, but it's another thing to see the creator explain the meaning itself. Very entertaining.
Still praying we get the second half of this level breakdown, and any other insights from TLOU especially!!
yes please, we would like the second part :)
lovely, calm and insightful narration!
of cause it's insightful.. you built the darn thing! :D
guessing since 3 years later you aren't going to explore the second half..... regardless, I love how much you think about this stuff.
By the way, I think the dialogue at 14:00 is such a nice callback. It's identical (or almost identical) to the dialogue right after Joel and Ellie leave the State Capitol building and she sees all the tall buildings for the first time. That scene struck me as being the first time that Joel's attitude toward Ellie began to soften slightly. Prior to that moment, he was quite abrupt with her conversationally. It was a nice transition and it was so cool to see it echoed hours and hours later in this scene.
What a great story. Thank you for all your hard work on this.
Was randomly recommended your channel and it feels as though I was blessed.
First I see you worked with MediaMolecule on Dreams, now I see you worked on The Last of Us (and specifically my favorite moment in the entire game)
Thank you for these videos
Could you make more videos? Even just you rambling about game / level design stuff for half an hour would be great
Truly excellent. I’ve played this level so many times and it’s really wonderful seeing the thought that went into crafting it. I remember how absolutely incredible it was having Ellie see the giraffes.
I absolutely loved it Peter💗
I'd like you do the a play through of the whole game and I'll be glued to te screen.
I remember you talking about this in the making of documentary, this is great
@Mario Freire it's called Grounded: The Making of The Last Of Us it's on UA-cam
They don't call you guys Naughty Gods for nothing. This was fantastic and insightful and I look forward to more of these. Thanks for all your hard work on TLOU.
Fascinating - I’d definitely love to hear more. Thanks so much for putting this together.
Thanks for your wonderful presentation. Working in console game industry for years, I havn't yet worked with a level designer that has such strong understanding of story-telling technique like you. That makes me a bit sad and cheerful at the same time!
Literally my favorite game, everyone who worked on this did amazing work thank you
I would love to hear more of this!
Would love to see the second part! I love the psychological aspects of how you've laid out the levels. It's very nice to see all the deliberate thought that goes into a level so that it "feels" a certain way...even if the player isn't aware of it. More more! :)
ironically, SLC is laid out on a very strict grid by Joseph Smith's design with street numbers starting at the temple and increasing in every direction from there, so your map was maybe not actually that far off all things considered, hah. Loved the video, hope you get to do more of these!
I realised this after making the vid. I was either a vary good designer when I made this level or a very bad one. I cant remember. All I know is I dont like grids any more 😂
@@peterfieldis amazing! 😅
Yesterday I played this level and finished the game for the 100th time, in preparation for the part 2.
Brasil Sil silllllll!!!
Vamo lá que o hexa é nosoooo!! Vamo toca o terro
I've lived in salt lake my entire life it was so awesome to see my city in my favorite game
Hi, Peter. As an aspiring game design student and a super-fan of The Last of Us series, I really would like to hear the second part of this level if you have time of course. Thanks again, for these super informations that you shared with us.
100% would live to hear more. I think over the past month or so you have solely got me interested in level design. Never really considered how much thought goes into laying out a level
Please the second half! Part 1 was superb! Thank you so much!
thank you
It's amazing how much you can tell with a few scenes!! Please do more breakdowns like that!!
Oh my god, I want the breakdown like this on every level of the game. Thank you for this amazing video!
Thanks for the video. It's amazing how many things are related to narrative, mechanics, and orientation.
That was so interesting! I, for one, would love a second part, even if it’s been a while
I definitely want more of this! This was great! And I recognize your voice! Heard you talking a bit about the bus depot in the Grounded documentary, I think
100% do more - this was great!
Would love to see this kind of breakdown for the rest of the level! Very insightful and enjoyable.
One of the best levels of all time. No encounter, relaxing, but still dangerious, don't know what will happen but same time you know that nothing will happen, the ambiance, music, silence, all speaks itself. Make part 2 PLS.
Great video, thank you! Would love to see the second part!
Beautiful. It's amazing seeing you describe these things & thinking how some of these thoughts ran through my head after my 5th or so playthrough. Ellie is so distant in pulled into herself here. After the Giraffe petting she takes the lead again running out of terminal. Beautiful I love that early hints at innocents and stuffed animals\Giraffes early in the game, this game was a well crafted masterpiece and I hope the TV series follows suit. Everything was structure so well throughout the game, such as Ellie mentioning she can't swim as what's about to happen. You know it was in the back of every game player's mind. Beautiful!
This was a fantastic breakdown! I’d love to see a second part.
Awesome to see! The trick with not aligning stuff to the grid is awesome, I should have been thinking about this but I haven't been.
I think everyone needs to watch this - more please!
Great insight. I remember that scene very well, as I suspect most do. I never thought about the breakdown like you explained it, but in retrospect it makes complete sense. From my reaction to the scene, when I played through the game; I can tell you that it worked.
Thank you so much for sharing your design, and the thought process behind it. Would love to see a Part 2.
Thank You for this breakdown! Can't wait for the second part)) The puzzle from a further part (one with the broken ladder in flooded ventilation) really blowed my mind - how it was simple but elegant! Best puzzle in the whole game in my opinion - Thank You!
So interesting. Can you do more ? Every "game designer" (level, narrative, UX, etc) should do this. I wish my studio will allow me to do this later
Fascinating video! Definitely keen to see more videos like this especially on The Last of Us.
Thank you for making this! This game means so much to me and it is awesome to hear what the thought-processes were in the design and intent of this level. I would gladly listen to you give commentary on the entirety of the game!
Peter, this is so insightful. Thank you so much for sharing. Its awesome to see how the emotion beats are made stronger through the design of the space.
Epic! Thanks! I'm trying to see if level design is something I can get into, and this is a great intro. I'd love to see more.
I love the detailed explanation of your workflow. It makes sense that you would craft the environment around the story and the characters instead of the other way around. As one who is hoping to improve my world building and environment design skills, it's nice to be provided with a demonstration of a process that challenges my preconceived notions. Thank you. I subbed.
That was brilliant, and fantastic to learn about how you design. Would love to see more!
Please do another part!
very very excited for the second game can’t believe we are so close to the release!!!
Very clever layout, things a player wouldn't consciously be aware of! +1 for part 2 please!!!!!
Yes, I would love to hear more! Please do another one :)
Thank you for this video Peter!
I Would love to hear your thought process when designing encounters so I'm up for the next part!
man your examine levels of this game is amazing
please do the second part
"Always put as many easter eggs in your games as you can... because they are fun" I love this guy😂❤
Would absolutely love to hear more about the second half. Or the whole game. Can't get enough
More! I love this. The details like wear you have your wife's name and self criticism on the grid layout is very human and makes me love the game more.
Hey Peter thank you so much for this video, I loved hearing about all the thought process going on and the careful attention to detail everything has. Hope you can keep doing this, It was really enjoyable!
you're so talented ! I loved the breakdown !
That was fantastic, incredibly informative - thank you. Yes please to the 2nd part! :-D
Excellent breakdown. Would love to hear more.
This better bloody blow up! Brilliant video.
Masterful storytelling. I find it fascinating.
This is fantastically informative! Thank you for doing this breakdown and for creating/designing this amazing piece of gaming history.
Very interesting! I would love to see more of this! :)
Excellent video! I wonder if there will be a moment like this on part 2...
Really great stuff as always, one of my favourite games of all time, fantastic to hear your exact reasoning behind different aspects of the level. Would love to watch a seond part. Thanks for the content Peter!
I remember you talking about the bus sign in the documentary
2 years later where is the second part, Peter
Really enjoy listening to you talk about level design. I finally got around to watching your other video last week of the Dreams level with the lighthouse that you showed bits of at the beginning of this vid.
I don’t think I’ve ever played a story driven or adventure game ever.
But I like hearing what decisions were made to make these. You’ve made me want to play this now lol
I might just try and claw myself away from Dreams at one point, to play it 👍🏻
Very informative, thanks for sharing and yes please make a part 2!
thought this was great. hope you will do more!
I'd like to see more, this was great!
Loved this video on my favorite moment in the game! I often use this as an example of an important beat that doesn't feel impressive when described or viewed in isolation. But with context, it's such a powerful point in the story.
Definitely interested in a second part if you're still gauging interest. And on a slight tangent, do you mind sharing the editing tool used here? Those yellow overlays are clean and the clapperboard style sound on play/pause is a really nice touch too.
Thank you for the nice comments. The tool I used was After Effects. Im pretty new to it but its not too tricky to use. The clapper boad sound was litterally me hitting the space bar as I paused the video to talk though :)
@@peterfieldis Haha that was my initial guess, but found it to be a good indicator of the switch between gameplay and commentary. I'll probably use it deliberately now :D
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Would love to hear more! thanks for sharing :)
Hi Peter thank you for sharing this. I would like to ask though if you were the one who created all the assets at this level or did you have another team for asset creation?
No, I didnt create the art. I worked with an environment artist, a texture artist and a lighting artist to build the environment. :)
@@peterfieldis Thanks. one last question. the buildings in the background and mountains, are those just environment spheres? or images? hope that makes sense
Thank you for the insights. I'll be honest, I was hoping to see some actual breakdown of the construction of the levels themselves.
This was fantastic. Wish to see more like this.
This video is awesome! Please show us the other half of your level!! :O
I want to see the second part of the level!
pls do a part 2! Great work!
Best part of this game. They even made this scene to the TV show.
Brilliant stuff, can't wait for the second one!
Late finding this--what a gem of a video. Incredible environments and design. Thanks! What are you working on now? :)
Awesome video! Would love to see more :)
Im learning Game Design, this video was amazing
This was very interesting to watch!
That's was really interesting, it's cool to have a debrief of one of your works for Naughty Dog. I'd love to see more !
This is awesome, thank you for teaching all of this
Brilliant commentary buddy. thanks.
This is literally my dream job
Fascinating stuff! I'd watch this for the whole game! :D
Amazing. Don't think I've ever been so happy to be emotionally manipulated!
This is great! Inspiring and impressive. (part 2?)
very cool. absolutely for second part
This moment with the ladder is a brilliant and the most memorable case of subverting players' expectation for me, Peter.
I wonder how did you come to this?
Was it just from the get-go: "Yep, we'll just do this!"
Or it was several iterations and discussions until you got it?
Loads and loads of itterations. Fewer than a lot of levels, probably because the foundation that Neil & Bruce gave me was so strong with this one, but still took a while to get to this point. The ladder section was all about working out how much we could frustrate the player so trying out different combinations of mechanics and variations and feeling out how they all played. Still feel super grateful that I got this level. It was a gift & a joy to build :)
@@peterfieldis Thank you for your reply and this breakdown! This moment is so deep and memorable.
Thank you and all the people involved in creating this particular and the whole TLOU I experience.
Appreciated the insight.