Academic Project - Unreal Engine

Returning Home - Last of Us Fan Level

Created over the course of a month for an assignment during my Narrative Design class, I had the objective of telling the story of a short level by only using the environment. Being a huge fan of The Last Of Us, I wanted to take inspiration from the games’ world and tell my own little story in a specific location.

Summary

The main character is stranded on the highway while trying to reach their family. Trying to figure a way to get back on the road, they encounter an abandoned farmhouse where sinister things had been happening.


Intentions

  • Achieve a touching story using only environmental storytelling

  • Focus on good framing techniques to easily guide the player through the level

  • Practice my architectural skills by designing an indoor area inspired by real-world references

  • Integrate Blueprint Scripted events to add to the story and add dynamic events

Constraints

  • Unreal Engine 5.2

  • Create a narrative-driven level that has only up to 3 words

  • Tell a self contained story in 5 minutes

  • Blockout made entirely in Unreal Engine

  • Only up to 20% of the level can be asset store objects elements

Exterior

Reference Gathering

Interior

American Farmhouses

Architectural Plans

Documentation

Gameplay Flow

Top Down View

Intensity / Pacing Graph

Gameplay Beats

Beat #1
Navigating the highway overpass

This section sets the mood for the level, giving the player a sense of desolation and scale. I wanted to slowly ease into gameplay, while making sure I guide them along the critical path.

Intensity : 1

Beat #2
Discovering the Farmhouse vista

To give the player a view of the end goal, I made sure to perfectly frame the farmhouse when dropping down into the construction site scaffolding. A destroyed barrier guides the player to the path forward.

Intensity : 0

Beat #3
Moving across the scaffolding

By moving carefully across the scaffolding towards the construction site, the tension starts to build. From the top of the scaffolding, I wanted to give a view of the player of what to expect once they descended.

Intensity : 3

Beat #4
Stealthing into the construction site

Framing the Knife Pickup with the player looking at the infected, I wanted to bring the player to crouch, pickup the knife and takedown the infected from behind. Using contrasting colors and animation, the knife is easily recognizable and the infected adds tension to the story.

Intensity : 4

Beat #5
Exploring the construction site

Using a power relay cable to connect the generator to the control station that opens the door, I wanted to guide the player using environmental elements without having to resort to UI. I also hid a secret loot stash in the bed of the truck to reward exploring players.

Intensity : 1

Beat #6
Obtaining the Handgun

After exiting the construction site, the player encounters a scripted sequence where a dying looter asks him for help but then collapses to the ground. The player can then pickup the weapon and move on to the farmhouse. This aimed to tell the player that events of violence happened extremely recently.

Intensity : 5

Beat #7
Navigating the infected around the Farmhouse

Equipped with a handgun and a knife, the player must choose how to navigate the layout. High grass allows the player to takedown the enemies on their patrols stealthily, but they are also placed in strategic places to not too easily overwhelm the player if caught. The first zombie is next to a stealth path, almost guaranteeing a successful takedown.

Intensity : 7

Beat #8
After taking down the infected, explore the Farmhouse and discover a sinister story

Once the player has cleared the enemies, they can move into the farmhouse where environmental storytelling tells the story of a survivor who was living with his infected wife. Chains, cages and food indicate that he tried to keep living a normal life with her, while taking precautions.

Intensity : 3

Beat #9
Obtaining the Pickup Key

At the other end of the house, on the survivor’s workbench, I made the Pickup Key as visible as possible using props and lighting. This key allows the player to return to the Pickup and finish the level. Environmental storytelling confirms elements of the couple’s dynamic and the fact that the husband was doing everything he could to try and save her.

Intensity : 1

Beat #10
Entering the master bedroom

Once the player enters the master bedroom, he discovers that the wife is caged and still alive, infected. She thrashes toward the player, startling and surprising them. They are presented with a moral choice, which created a nice moment of emergent storytelling : will they kill the infected woman or leave her be and simply move on to the pickup truck?

Intensity : 5

Level Design Techniques

Framing - Communicates to the player that he must make his way to the Farmhouse through composition, contrast with the environment and the smoke coming out of the chimney (hints that it is probably habited)

Contrast - Using contrasting colors, blood decals and framing to clearly highlight the knife on the box so the player picks it up for the stealth takedown

Navigational Color-scheme - Using a distinct color (yellow) to guide the player to key navigational elements in the layout

Environmental Storytelling - Without using any dialogue, clearly communicates to the player that the owner of the house kept his infected wife alive and finally decided to take his own life when he couldn’t save her

Screenshots

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