Level Dev Blog #15
This week for my TLOU2-inspired level blockout, I worked on several floors of the second building the player platforms onto.
I continued using the process of first building the office as it originally was, then deconstructing it and repurposing the floor plans to create an interesting flow and rhythm as the player ascends. The biggest challenge I’m facing is making sure the floors don’t feel repetitive. Since things like elevators and stairwells have to stay consistent across multiple floors, it naturally limits how much variation I can introduce.
I also have to remind myself that not every part of a floor needs to be accessible. Destroying sections and limiting space helps guide the player forward while keeping the environment believable.





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