The Last of Us - breakdown& design analysis
Blog post description.
The Last of Us - Breakdown
As a part of my thesis I analysed and recreated part of the Naughty Dog's The Last of Us.
Its Pittsburgh chapter is divided into four sections and is filled with well designed and well crafted bits worth analysing, breaking down and describing in order to understand the importance and impact of good game design.
Full version can be found as online articles which are linked below.
Broken down elements
To provide a summary of my analysis here's a list of categories under which my breakdown can be broken into:




Blockouts
Most essential areas of the chapter were recreated in Unity Engine












Plot elements
Environmental storytelling
Leading the player
Flow charts
Affordances
Visual language
Design techniques
This chapter plays significant role in the relationship between characters and their arcs
The game's world is very rich in environmental clues and details
Due to its design the levels easily lead the player towards the right direction
Every section had its own flow chart created with difficulty rating, notes and optional actions listed
Affordances play an important role and can be found in many places and in many forms
This game uses very consistent and well designed visual language
Every bit has design techniques tailored just for the occasion and every is broken down
Articles
Breaking down, analysing and describing the design of Naughty Dog's game's Pittsburgh chapter including blockouts, flow charts and character development
Part 2 of breaking down, analysing and describing the design of Naughty Dog's game's Pittsburgh chapter.