David DeRuiter
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Level Design Blog

Uncharted 4: A Thief's End
Uncharted 4: A Thief's End is the definitive Uncharted experience. Here I will go through each chapter and talk about each level's design. All screenshots are captured by me using the in-game photo mode.
Prologue
The prologue takes place during a speeding boat chase involving the Drake brothers and Shoreline. At a glance, it might seem like there isn't much going on in terms of level design, as it takes place in the middle of the ocean. However, not all level design is about placing cover and creating battle scenarios. Leading the player in the right direction is critical to having good level design. 

The prologue does this by showing you your destination right in front of your eyes as chaos erupts around you. The mountain in the distance is looming over you, only being shown when bright lightning strikes and it is illuminated. ThatGameCompany's Journey uses the same technique at the beginning of the game, and continuously shows it throughout the game. Not one point in this boat chase does Nathan explicitly say that the mountain is the destination, but the player knows anyway because of its presence.
Chapter 1: The Lure of Adventure
Chapter 1 is an amazing example for how lighting can be used to guide the player through a level. In the first screenshot I've provided, you can actually see the path and direction that Young Nathan has to move to reach his brother Sam. To add to it, Sam is flashing a flashlight, making sure the player knows which direction to head in. This is a great way of showing the player, rather then telling them. There is no need for a mini map or compass because of this. 

The second screenshot I added is another great example of how Naughty Dog uses lighting to guide the player. Humans are drawn to light, and we naturally will wander towards. When I was playing this part, I automatically began walking to the door because the light was waving me in. It even creates an arrow pointing to the door with the light peering through the crack. The best level design is the level design you don't notice.
Chapter 2: Infernal Place
Chapter 2 really gets into the nitty gritty of the climbing mechanics. The design of this level sets player expectations. This level begins by introducing you to the grapple. Your first chance at using it presents you with a wooden beam with rope wrapped around the end. This is an example of how art conveys mechanics in level design. As it turns out, any object in the game that the grappling hook can latch onto has a bit of rope latched around it. This sets the players expectations so that whenever they see some rope tied around a piece of the environment, they know it is safe to grapple onto it.

The second takeaway from Chapter 2 is its use of "diving boards". Level designers at Naughty coined the term "diving boards" when a piece of the level juts off and overhangs. They learned through playtesting that players would almost always jump off of them. The last 3 screenshots included for this level are examples of these diving boards. The last 2 even have the wood planks pointing in the direction of the jump, further telling the player that this is the correct direction.

Chapter 3: The Malaysia Job
Chapter 3 gives us some good examples of use of color to attract the player, as well as some non-diegetic UI indicators to help the player understand what to do within the level. I'll start with color. Naughty Dog loves reds and yellows to draw the player in. Seriously, once you notice it, it cannot be unseen. There's a reason for it too. Yellow and red stand out to the human eye. Chapter 3 uses red for the shipping crate and the straps around the cargo within it. Yellow is used for the rack inside the crate, and the crates themselves have a slight yellow tint. Later in the level when we are looking for the remaining crate, the scattered some of the same red straps around the wreckage to draw our eye.

Next, non-diegetic UI elements are used to show the player the specific area they should go to to complete a task. This helps on the shipping container, where there are two mini tasks to be completed. These UI elements also help when looking for optional treasure. The treasure flashes to show us that there is something interesting.

Chapter 4: A Normal Life
Chapter 4 is one of the highlights of Uncharted 4 for me. The amount of detail that is packed into this level so so awesone, especially to a hardcore Uncharted fan. The great thing about this level is that it is all about searching through every nook and cranny of Nathan and Elena's house. So much storytelling is done in chapter 4 is done but most of it is through reading and looking at little things hidden around the house.

The whole house is warm and inviting. The level wants the player to walk around and see the interesting things that it has to show. Not all levels have to be high octane action and fighting sequences. This level brings me just as much joy as some of the best combat areas. 

The level is staged to make it feel like it is really lived in. Dirty laundry is left on the floor and the house has clutter. The level designers and environment artist knocked it out of the park in chapter 4. 

Chapter 5: Hector Alcazar
Chapter 5 is the first time the player gets to experience the gunplay. Screenshot 1 is some very basic cover to cover action. The player has enough cover to move throughout the level and gives them a fair chance. Screenshot 2 starts the player off on the high ground, making the beginning of this section a shooting gallery. Both of these levels are good at introducing the player to the shooting mechanics.

Screenshot 3 does something very cool. It shows us an armored machine gun mounted at the top of a watchtower. All the cover in the scene is destructable. This makes it so the player doesn't have much time to plan their actions. This is a great way to build tension for the player. Just as the player thinks there is no hope as their last bit of cover is being shredded away, a huge RPG blast takes out the machine gun. Making it feel like you just barely survived.

The final screenshot I provided is another great example of Naughty Dog using the color yellow to guide our eye.

​Chapter 6: Once a Thief
Chapter 6 is where the story really sets into motion. Here we see the techniques we were introduced to used without as much hand holding. Screenshot 1 is very reminiscent of chapter 1's technique where they show us our goal. In this scenario, Sully is flashing a light in the window.

Screenshot 2 is a good example of the diving boards (the rock Nate is standing on). as well as natural light illuminating the path. A lot of this ravine is in the shade, except for in the distance which is the goal.

Screenshot 3 shows us how Naughty Dog tells the player what surfaces can and cannot be climbed on. The rocks on the left hand side of the cliff show light colored horizontal lips that can be grabbed onto. These really stand out visually and there is no confusion on what can and can't be climbed.

Screenshot 4 is an example of light being used as an arrow to guide the player. The light is nearly parallel to the angle of the stairs.

Screenshots 5 and 6 are examples of color used to show contrast of important objects to make them stand out. 5 shows a man that Nate must pickpocket, wearing a yellow vest. Note that he is the only person wearing a yellow vest. 6 Shows a wine barrel with a red outline. Only barrels with the red outline can be interacted with.
Chapter 6: Once a Thief Cont.
One thing that chapter 6 does really well is its use of "weenies". Coined by Walt Disney, a weenie is something that catches your eye. Weenies are used in theme parks, but also in level design.

The cell tower in this level is our objective. It can be seen at nearly all times in this section.

In screenshot 2, you can see how Naughty Dog shows the player their path. The player knows where they have to go, but doesn't know how. The only way they can go is to climb the building on the left in screenshot 1. While on top of this, you get the view shown in screenshot 2. This view shows the player their entire path that they can take to get to their destination. This is a really cool way of giving the player information but not directly telling them.
Chapter 7: Lights Out​
Chapter 7 is the games introduction to the stealth mechanics. This level does a great job of integrating tutorials in the gameplay. In screenshot 1 you will see the tutorial of the alert indicators. All of these on screen tutorials are seamless with the gameplay.

Screenshot 2 introduces the tall grass mechanic. It is used to evade guards and can also give the player options of taking them out silently. This section uses ultra bright lights to deter the player from entering certain areas.

Screenshot 3 uses the weenie technique again, this time adding light that is in the shape of a big X. X marks the spot.

Screenshot 4 is a good example of guiding the player without them even knowing. On the left there is a flat wall with no light, and on the right there is an open pathway with light and an interesting object through it. The players eye immediately is drawn in by the light and the depth, and doesn't have to think twice about where they need to go.

Screenshot 5 introduces another new mechanic, which is rappelling on telephone wires. This will be utilized much more later.

​Screenshot 6 shows off more combat spaces, again giving the player a wide open room with ample cover to choose from.

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