Introduction

This is a Last of Us personal project I’m doing in my spare time. I want to showcase that I’ve got more to offer than just combat spaces within my level design, and that I can intertwine narrative also when needed.

Development Information:

  • Level: Overgrown City Environment

  • Genre: Action-adventure survival horror game

  • Engine: Unreal 5

Overview

2D MAP

Synopsis

Core Story & Narrative

🎮 Level Narrative: "Echoes of Entry"

Narrative Context / Objective

The player, Joel or Ellie, is making their way toward a safehouse rumored to have supplies and working radio equipment. They're separated from a companion or seeking shelter after a dangerous event. Their goal: reach the tall, intact building seen across the way — a beacon of hope in a decayed urban sprawl.

🧱 Opening – Breach Point

You begin at a crumbled hole in a concrete wall of a derelict building. Dust floats in the air. A gust of wind howls through the broken windows.

Across the way, partially obscured by vines and fog, stands a lit office building — sturdy and tall, almost untouched by time. It feels impossibly out of place. That's the objective.

🌿 Section 1 – Overgrown Park (Stealth – Human Enemies)

The player climbs down into a lush, overgrown park, nature overtaking the remnants of civilization. Enemies patrol the area, and the player must use the grass to serve as cover.

🌊 Section 2 – Water Drop + The Hanging Hill

Sneaking out of the park leads to a drop-off — the player must slide down a slope and land into murky, waist-deep water.

As they wade forward, they reach the base of an incline, where the terrain rises and debris forms narrow channels.

Up ahead: strung-up bodies swaying in the wind, silhouetted against flickering lights between tall buildings.

This area signals danger, territory, and ritual, suggesting another hostile faction or a brutal past.

🧱 Section 3 – The Old Checkpoint

A partially collapsed military checkpoint blocks the path. Razor wire, rusted fencing, and sandbags make direct passage impossible. The player must navigate the remains.

Environmental storytelling:

  • Abandoned FEDRA documents

  • Blood trails

🅿️ Section 4 – Parking Lot Stealth

As the player rounds the bend between buildings, the space opens up into a parking lot. Streetlights long dead. Cars become cover.

More enemies patrol here in a tighter area.

🚧 Section 5 – The Street, Alley & Infected

The player slips across a derelict road. They move into a narrow alleyway behind shops and dumpsters — almost at their destination.

Here, a sudden shift: the moans of infected, faint at first. The area is quiet — maybe too quiet.

The player gets breathing space to loot:

  • Drawers with ammo

  • Crafting materials

  • Notes from a former survivor camp

Then, the twist:
As the player enters a small garage in the loading bay, an infected bursts from a shuttered door — startled by noise, or maybe smelling the player.

A second infected follows — not a horde, but enough to break the silence and force a gunfight in close quarters.

🏁 Section 6 – Entry Point

Once dispatched, the player is left shaken but alive. They finally reach the service entrance of the building, glimpsed at the beginning. The door is jammed but opens with effort.

They slip inside, closing it behind them.

Fade out or checkpoint.

🧠 Themes & Tone

  • Progress through decay: nature and humanity both reclaiming the ruins

  • Hope vs horror: light in the distance, corpses on the path

  • Tension and release: stealth > water relief > unease > checkpoint > stealth > small outbreak

  • Realism: subtle storytelling through environment and enemy dialogue and behavior

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