Hopefully the most brutal scene I’ll ever work on.

Neil picked me to help design Joel’s death sequence. I built the area leading up to the basement and the stages we used for the mocap of the cutscenes, Neil directed the actors and the cutscenes.

Though short, we meticulously designed this space, it is constantly descending and builds tension by repeatedly making the player feel slightly lost before giving them a clear path forward.

 

Contributions:

  • Principal Level Design

  • Narrative Design

  • Blockmesh/Layout Creation

  • Production Management

  • Polish and Bug Fixing

Blockmesh & Layout

This level has a specific rhythm of navigation, repeatedly denying the player a path right before giving them a new one.

For the first half, the goal is the lit Chalet in the distance, but if the player tries to walk directly towards it they will be given a dead end, and a path diverting off to the side.

They are then given away inside that gives a sense of trespassing, of entering in a way the people inside won’t expect. Then the screaming starts.
As the player hunts for the source, they are given small spaces to navigate, with only one way forward, down. Again this lets the player feel lost while ratcheting them toward the most harrowing scene of the game.

The panicked navigation becomes the player’s focus. Because of that, the sudden intensity of the murder scene blindsides most players, deepening its impact.

You can see its effects in the videos below.

 

Playthrough and Essay about the scene

Understanding The Last of Us Part II | Girlfriend Reviews

Jacksepticeye Lets-Play [Youtuber 24M Subs]

Starts 15:37 - Ends 20:37