
Townhall Alley - The Last of Us
Introduction
In this project, I set out to create a small level segment for The Last of Us set in an urban environment.
(this project was created for fun and personal growth, and is not associated with the game itself or Naughty Dog)
Project Details
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Unreal Engine 4
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50 hours (2022)
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Level Design
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Blockout
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Unreal Marketplace Assets: Blocking Starter Pack by Xavier Loux
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Interaction with ALS by Jakub W Version 1.6 (available via Patreon)
Pre-Production
I began my project by playing and watching The Last of Us and gathering ideas for the setting, the pacing, and the overall gameplay of the level.
First Concept
To start the project, I created a very rough idea on paper on what I wanted the layout of my level to look like.
Design for exploration
One of the core design goals for this level was to establish a clear and recognizable main path while encouraging exploration through subtle, optional side content.
To achieve this, I relied heavily on consistent visual language across the environment - using lighting, architecture, and framing to guide the player naturally toward the critical path.
Enemy placement was also used as a breadcrumbing tool, with obvious encounters placed along the main route to reinforce direction and pacing. In contrast, side paths were designed to feel more hidden and optional. These were often suggested through softer cues like dim lighting, partially open doors, or subtle environmental gaps - encouraging players to stray from the main route and rewarding those who explored more thoroughly.

From Concept To Engine
After having a rough idea of what I wanted to create, I got to work and started to create the first blockout version of my idea.
Iterations
After receiving feedback, I started iterating on the blockout to increase the overall gameplay quality.
The videos below show the progress of the level from multiple views.
Top Down

Enemy Placements Encounter 1 - Soldiers

Enemy Placements Encounter 2 - Zombies

Enemy Placements Encounter 3 - Zombies (rooftop)

Pacing
To control the pacing of this segment - both on its own and in the broader context of the game - I began by establishing a narrative backstory. I considered where the player had come from, what kind of gameplay intensity they had just experienced, and what would come next. The goal was to shape the rhythm of the level in a way that supported the larger flow of the game.
The idea that emerged was to place a major story event - centered around heavy combat - immediately after this section, taking place in the town hall. To contrast that, I structured this level into two distinct phases. The first phase would take place outdoors in a bright, open area, with clear sightlines and enemies visibly roaming the space. This allowed the player to assess their surroundings, plan their approach, and engage in combat on their own terms.
As the player progresses further in the level, the tone would shift. The second phase would move indoors, into tighter, more confined spaces. Combat intensity was dialed down, but emotional tension increased. Narrow hallways, obstructed sightlines, and a more unpredictable layout were used to evoke a sense of unease. With less visibility and more corners to check, players would naturally move more cautiously, unsure of what might be waiting just ahead. This shift in tone helped build suspense while offering a contrast to the upcoming combat-heavy sequence.
Shiv Door
To further encourage exploration, I used visual teasing by placing valuable loot in a room visible through a blocked entrance. The player can clearly see the reward but can’t immediately access it, creating a moment of curiosity and motivation. By subtly foreshadowing the loot while keeping the actual entrance less obvious—tucked away or off the main path - the level invites players to look more closely at their surroundings.

By using a shiv door - an entrance that requires a consumable knife to open - I introduced a layer of decision-making into the exploration process. Rather than simply picking up items passively, the player is now faced with a meaningful choice:
Do I use the shiv to access potentially valuable loot, or do I save it for a moment when it might be more urgently needed? This mechanic adds tension and weight to exploration, encouraging players to think strategically about resource management and risk versus reward.

Screenshots of the Level








