What up its ya level design boi.

Back at it again with another design lesson on #TheLastofUsPartII

This time. Colours and framing.

#leveldesign #gamedev
Great framing here with the BLUE tower acting as a focal point. Keeping the player's goal in mind. Framed by the gate to focus attention.
Use of BLUE flowers indicate possible paths for the player to take towards the BLUE building.

Seeing a pattern here?
The BLUE sign indicates the player is on the correct path towards their destination. Which is always kept in sight to show their progression.
Oh look. A BLUE van. Looks like I'm going the right way.

This coupled with the direction of the van leading the player left towards their goal.
Time for some classic NaughtyDog YELLOW.

The bright YELLOW cuts through the darkness to provide the player grounding and hinting at the location.
Again the rim of the train door showing the player which entrance to take to continue.
The YELLOW rim of the train showing the player not only direction. But also the fact they can climb up this. (As taught earlier in the game)
Final piece of NaughtyDog YELLOW reassures the player that they are on the correct path along with subtle guiding lines to indicate the player should turn left.
Thus concludes today's lesson on colour.

I hope you enjoyed. If not. Tough.
You can follow @TomHughes1994.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: