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From Scratch: Designing an Uncharted Level

This level doc goes over on how to build an Uncharted 3 mission.  Uncharted sticks to more linear and scripted levels to have enough control to deliver a cinematic experience.   

ff-0-Intro

1: Cheat Sheet

2: Objectives

3: Flow Map

4: Top Down Map


ff-1-CheatSheet

Table of Contents


Uncharted does a great job of setting up pacing for the entire game and always working with the big picture in mind.  In Uncharted 2 preproduction they created this excel doc going over all their levels ahead of time.  In some of the missions themselves some designers would make even more detailed gameplay beats to find the intense moments for every few seconds.

ff-2-Objectives

Table of Contents


I built the blockout in Maya and took screenshots to turn into top down maps for breakdowns.

An important part of Uncharted is keeping Drake in the center of action.  Whenever you build a "wow" moment, have it happen right around or underneath Drake and force him to react.

ff-3-Flow

Table of Contents


I built the blockout in Maya and took screenshots to turn into top down maps for breakdowns.

An important part of Uncharted is keeping Drake in the center of action.  Whenever you build a "wow" moment, have it happen right around or underneath Drake and force him to react.

ff-4-TopDown

Table of Contents

tags: Design, Uncharted, Mission
categories: Design
Monday 05.04.15
Posted by Bobby Ross
Comments: 3
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