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Last of Us II: Skyscraper Descent

Video

Summary

In the skyscraper descent section, I was in charge of creating a multitude of floors of infected encounters, along with some exterior portions at the end of the descent. Our goal here was to create a claustrophobic space that was difficult to navigate and insured the player would be on edge during the entire sequence. Players encounter the infected nested into the walls and a boss bloater section. This level is an extreme vertical take on the typical level design across the game. Players are rewarded for taking this space slow and stealthy.

Blockmesh Layouts

Final Render Shots

© 2022 by Connor Brown

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