Responsibilities Overview

On The Last of Us Part II, I was a Technical Level Designer, which meant that I was responsible for:

  • Scripting gameplay moments, set pieces, cinematics, dialogue, hints, etc. and polishing each of these to meet Naughty Dog’s quality standard

  • Companion scripting throughout several chapters of the game

  • Combat scripting assistance for the Combat Design team

  • Systems design and scripting

  • Puzzle design and scripting

I managed all of these responsibilities (and more) for two major sections of the game:

  1. Seattle, Day 1 (Abby): Leaving the Stadium through all of the “On Foot” chapter

  2. Seattle, Day 2 (Abby): The Shortcut (Part 1, Part 2) and The Descent (Part 1, Part 2)

Additionally, I spearheaded unique tasks that improved the overall quality of the game, including:

  • Creating PlayStation Trophies and standardizing the process of implementing them across the game

  • Designing, programming, and tuning ambient player flashlight effects

  • Modernizing the lightbar functionality to reflect new design goals from Directors

  • Adding more dogs to the game*

*This wasn’t a given duty, but a personal responsibility. People seemed to like the results regardless.

 

Warning

The Last of Us Part II contains contains violent imagery. Videos were recorded from the released version of the game by players.

Because some may find this content disturbing, I have provided details regarding the relevant information below each video and added nonviolent thumbnails for each video.

Watching the videos will provide additional context; however, they are not necessary to understanding the content or my duties.

Jordan’s Death

Seattle, Day 1 (Ellie)
Chapter: Eastbrook Elementary

  • Identified a pain point among playtesters at the beginning of this chapter.

    • Players were displeased with the lack of playable moments.

    • Players did not accurately recall the events of Jordan’s death and often expressed a tepid outlook on the event.

  • Coordinated with multiple departments to create a prototype that would convert the unplayable cinematic of Jordan’s Death into a playable moment and pitched it to the Creative Director, Neil Druckmann.

  • Compiled questions for playtesters specific to this moment and interviewed playtest supervisors for additional feedback.

  • Incorporated feedback into further iterations to improve gameplay readability, increase feelings of imminent danger, and boost player satisfaction overall.

Scar Ambush

Seattle, Day 1 (Abby)
Chapter: On Foot

  • Operated as both Level Designer and Technical Designer for this section.

  • Worked with the Narrative Design team and Animators to restructure the conversation in the vehicle prior to the ambush moment to better attain their goal of establishing Mel and Abby’s relationship.

    • Originally this was a conversation between Manny and Abby, so this task was effectively a complete rework for the related teams.

  • Converted the Scar ambush from a completely cinematic moment into a playable combat sequence.

  • Orchestrated a major rework to the layout of an area that had already begun receiving significant work from Environment Artists in response to negative playtester feedback as well as concerns from Directors.

    • Extended the car chase sequence significantly to afford room for additional gameplay and further justify the narrative that Abby and company were far from rescue.

    • Modified the Scar’s ambush plan from a single Molotov cocktail and a hail of bullets to a three-point pincer attack to better showcase the Scar’s intelligence and motivate the action throughout the new layout.

    • Reviewed layout changes with Environment Art Leads frequently to minimize the impact to the overhead of their team.

    • Developed advanced horse navigation and companion AI targeting tech with Gameplay Programmers to fit the unique gameplay in this moment.

    • Customized failure conditions for the player to enhance player immersion.

  • Overhauled the player camera behavior across the entire car ride.

    • Reduced motion sickness issues.

    • Elevated the cinematic experience during conversational moments with dynamic motion based on player input (or lack thereof).

    • Strengthened the functionality of existing game-wide accessibility options such as auto-target and high contrast display.

The Hive

Seattle, Day 2 (Abby)
Chapter: The Descent

Overview

  • Managed a game-wide system for characters to equip gas masks appropriate for their specific character (including during cinematics).

  • Created a localized system that could dynamically spawn/despawn Stalkers at various vistas to enhance tension as players traversed the hive area.

  • Assisted Level Designer Michael Barclay with markup necessary to ensure both player and companion traversal worked seamlessly.

  • Standardized technical requirements and capabilities for ropes throughout the game with Programmer Jaroslav Sinecky to ensure the fire hose, the longest “rope” in the game, functioned seamlessly.

  • Restructured environment division with Environment Artists to optimize performance and load times in the second half of this section as the player can see significant portions of the level all at once.

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