The Last of Us - breakdown& design analysis

Blog post description.

1/29/20252 min read

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.