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You know that epic feeling in Uncharted, where the action practically leaps off the screen? I've always been fascinated by the level design in that franchise. The way Naughty Dog guides the player seamlessly from one intense sequence to another is pure design magic.
Examining their more recent titles, the evolution in their creative process is truly inspiring. The sheer precision, the environmental storytelling... it all compelled me to roll up my sleeves and dive in.
I decided to take on the challenge: to create my own level blockout, capturing a fragment of that adrenaline-fueled essence I admire so much.
It all began here, with trusty old paper. Before any line of code or 3D vertex, I first sketched out the core concept I had in mind.
I envisioned an urban setting, reminiscent of those incredible missions in the streets from Uncharted 4. The goal was to create streets, alleys, and a central focal point: a restaurant that would become a pivotal gameplay element.
I wrote down everything I envisioned for the environment. Player flow, points of interest, potential routes... This sketch became my mental blueprint, you know? The true foundation for it all.
From there, I moved into the game engine to bring the structure to life. The blockout phase is where the concept truly transitions from a two-dimensional drawing into a tangible, playable space.
The crowning touch of this process was implementing the "Trigger Action," that classic Uncharted mechanic where the environment dynamically reacts to the player, forcing a complete change of plans.
For my scenario, I designed a sudden car crash that instantly blocks the main street, cutting off the obvious path. This forces the player to improvise, funneling them into the restaurant which becomes the setting for a frantic chase, ultimately concluding this first part of the level in the subway. It was incredibly satisfying to see this idea evolve from a simple sketch into a functional arena of possibilities.
The experience solidified a key design lesson: sometimes, the most effective way to create a memorable experience is to strategically block the player's path.