
How Level Flow works in Uncharted 4 and The Last Of Us
- Transfer

Over the past months, I have explored several different games, including Uncharted 4 and The Last of Us (developed by Naughty Dog).
The purpose of this article is to introduce you to level design and provide motivation for its further study. I will briefly talk about the various level flow elements that level designers can use to make informed decisions when creating the world.
1 - Introduction: what is level flow
My definition of the term:
“When a player knows what to do and where to go, but does not always know how to achieve this and move towards the goal.”
(Keyword: space perception)
This is a state in which a player experiences pleasure as he moves through a level. It goes hand in hand with the game flow.
This definition is rather vague because level flow is a wide topic. For simplicity, I will divide the “level flow" into four (4) smaller elements. From a high-level point of view, these are elements that level designers use to guide players.

“Do I need to know about geometry and composition? But I’m not an artist! ”
Yes, I'm not an artist either, but it seems to me that all this is somehow interconnected with the level design. Learning about these individual elements will allow you to make more informed design decisions.
Geometry
- Think of collisions, physically interacting objects, design of forms.
Composition
- A) Focus points. Direction of the player in the right direction using geometry and assets.
- B) Contrast (positive and negative space): intermediateness, space, lighting or color.
Script events
- Companions, moving / patrolling enemies (AI).
- Other events that make the player move: an explosion or a fallen tree trunk.
Narration
- Text / characters (straight lines)
- Assets arranged in a certain order, for example, pick-up items scattered on the map or barrels in the corner (indirect)
Geometry, composition, and scripting events can be combined to create storytelling elements. If you master these aspects, you can direct the player wherever you want.
Here are some of the examples of flow elements that can be used to guide the player when moving along a level.
2.1 - Examples: using lines
Lines, silhouettes in the form of arrows, paths ...
Lines have two points, a start and an end. Line can guide. This is a 2D object moving in some direction. We can represent the lines with arrows, and arrows can direct.

In this example, many scene objects point to a focal point - a huge structure.

- Nathan Drake points to the building (not in this screenshot, but in the game)
- A path under the feet of the heroes leads to this building.
- The shape of the mountains.
- Shape of houses (especially roofs)
- The contrast between the mountains and the forest.
As you can see, lines are powerful tools that indicate direction. They help move the player’s gaze from A to B, and vice versa.
2.2 - Examples: landmark visibility
Landmark definition:
An object or characteristic feature of a landscape or city that can be easily seen and recognized from a distance. This is especially true for those objects that allow the player to determine their position on the map.
A landmark can be used to determine the position of objects relative to it, so this is a way to improve the level flow. An experienced level designer works with environmental artists to ensure that each area is recognizable. They must join forces to determine the line of sight and visual language of the level site.

In this example, Joel will be able to see the bridge from different angles. This allows the level designer to create a level that does not go in a linear / forward direction, because moving towards a goal in a straight line is boring.
Tall buildings on the sides also help point to the bridge, directing the player towards the target. The only indication a player needs to know is how far he is from the bridge. If he is approaching a bridge, then he can assume that he is moving in the right direction.
2.3 - Examples: using color
Using color as an opportunity: You
can use color to show the player that you can do something with a particular object. It can be used to contrast with the scene, shift the focus point.

In this example, a light yellow color is applied to all the ledges for which you can catch and climb them. This tells the player that they can be grabbed and climbed. This is a smart way to show something to the player without interfering with the immersion in the game. Color mixes with ledges due to “earthy” shades.
- You can also use color to evoke emotions in the player.
Bright shades of red and yellow can indicate danger, and blue color makes the player think about water, sky, calm or peace.
2.4 - Examples: repeatability is good or bad?
Repeatability is great because people can see patterns. Nature consists of patterns, and we love it.

But when there are too many repetitions, they become boring. This can be compared to listening to one song for the hundredth time. At first she may like it, but if you listen to the song all the time, then you can hate it.
This problem is also relevant for the design of levels / environments. Do not let the player navigate spaces that look the same. What is the point of research if everything looks similar?
You can maintain the integrity of the appearance, but add variations. As mentioned in the previous paragraph, color is a good way to break the monotony of the scene and attract the attention of the player.
3.1 - Examples: movement in a static world
In a static scene, the player’s gaze can attract movement. When characters or objects move from one position to another, they create a line (see example 2.1). As stated above, a line indicates a direction. We can use a dynamic element to guide the player through the level, creating a flow.
In this example, Nathan and his two companions arrange a jailbreak. In this action-packed scene, the player's goal is to escape from prison. The player can feel this scene as stressful and hasty. He is not ready for this. He does not even know the scheme of the prison and now he needs to get out of it!
At this time, the player does not want to constantly think about where he should run, and he should not be accidentally lost. Therefore, two minor characters who take him across the stage take up the matter.
3.2 - Examples: movement, following and crowd
This scene (in particular, the interval from 10:30 to 13:30) is another example of the use of movement. Similar to the previous example, the player is faced with a very intense gameplay. He again faces the task of escaping from the confusion in which he has fallen.
In all this chaos, the player does not know where to run, so he follows the crowd. Wherever she moves, he follows her. His only task is to escape and ensure the safety of Sarah.
Crowd movement is driven by seemingly uncontrolled scene events. An exploding car directs the crowd in the opposite direction, towards safety.
3.3 - Examples: movement, subtle clues of the environment
Tips do not have to be complicated. In the previous two examples, developers had to create AIs with a behavior system. Although it’s great, it’s also difficult.
A subtle rolling field rolling in a certain direction or, as in this example (from 42:18 to 42:30), a swan flying away into the distance. They say that we need to continue to move in this direction.
4.1 - Examples: flowing through narrative elements
The simplest notable elements of the narrative:
- Text, Signs
- Decals
- Well-positioned meshes
You can create patterns or add contrasts to highlight an object.

Thanks to the tilt of the tank at an angle of 45 degrees, it naturally directs the player to the left. The tank is used as a physical barrier / obstacle guiding the player to the left.
Signs tell you where to go. On the left billboard is written "Medical evacuation through the tunnel", and on the right - "Salt Lake City, in front of the military zone." Given the theme of the game (survival), the player will want to avoid danger.

Another example is the use of bread crumbs to help a player move on a level. They can show the player that he is on the right track.
5.1 - Why is everything that I said about composition wrong (well, or not quite right ...)
In fact, 3D levels are created in ... 3D.

Beautiful street art "2D -> 3D" by the talented artist Julian Beaver
It is much easier to make the 2D picture look beautiful from one angle. But in games where players are free to roam and do research, they can usually look at an object from different angles.
The level designer and environment artists can do everything in a quality manner, but they don’t have all the time in the world to do the job perfectly.
However, the level designer can plan ahead and squeeze the maximum out of the level, having determined the rules for himself.
- Limit the viewpoints that a player may have.
- Detail only the most important aspects. What do you want to show the player?
- Try different schemes for adjusting the light.
Guide the player on the map using the flow elements. Reduce the likelihood that the player wants to turn off the road. Do not place landmarks where you do not want to direct the player. Uncharted 4 levels feel very open. But secretly they are linear, they have a golden mean.

There is no point going off the road, there is still nothing interesting there ... wow, look, a beautiful mountain! (freeway 66)
5.2 - How Naughty Dog Achieves the Player to See Beautiful Angles
The secret lies in the special button!

When you press the button (L3), the camera instantly changes direction and points to the focus point. Using this method, developers get full control over what they want to show the player.
6.1 - Demonstration: there were problems with the flow, how to determine what the designer intended to say. Good and bad.
To demonstrate how you can use newfound knowledge to recognize flow elements in other games, I will analyze part of the level (from 8:49 to 10:50) from Uncharted 4. (Chapter 2: Hell's Place).
Player steps:
- The player sees the tower and moves to it with the help of a cat hook.
- He begins to climb the tower, clutching at the cracks in the walls.
- Climbing inside the tower.
- Runs across the plateau.
- Trying to find a way, falls into the ocean.
- Reborn at save point
Can you understand what is “wrong” in this small fragment? What do you think, because of what the player got confused and fell off the map into the ocean? Was he misled? Maybe he did not have enough flow elements?
According to my observations, the developers posted many flow elements to guide the player. But poorly placed assets unintentionally outweigh the other flow elements posted by designers.
Tips to help the player
- Direction

This wooden beam seems to be suitable for using a cat hook. This is not so, but it points towards the goal.
- Language of direction and form

Sharp triangular rock. Points and triangles can be perceived as arrows, and arrows indicate direction. In this case, the rock tells us to climb up.
- Color

These cracks in the walls have light yellow edges. In Example 2.3, I explained that Uncharted 4 likes to use color to tell the player that objects have some kind of ability.
- Text and Speech

Nathan knows something that the player does not know. He says, “Onward and Upward.” This hints to us that we need to continue to rise. This is a very important tip that starts a little late.
Summarize
With so many flow elements, the player should not get confused, right?

Difficulties most likely arose due to two elements.
- Doorway
- Wooden balcony

If you make the picture black and white, you can see that the difference in contrast makes the eyes focus on the doorway and the wooden platform.
A door allows you to pass through it; a gate is a powerful way to control the player. Players are drawn to them. They want to go through the door to find out the other side. The imbalance between the contrast in shape, lighting and color makes the doorway and wooden floor stand out more than intended.
How to solve a problem?
A possible solution to this problem is to further highlight the gaps in the walls. For example, using decals, colors, or, possibly, destroying part of the structure. Any kind of additional indication is needed, telling the player that he can climb the tower.

However, without using my potential solution, a player can simply jump off a cliff and the game will revive it at a point with a good view of a wooden beam. It seems that the designers intentionally made the player experience difficulties.
What is the real reason?
It seems that the developers specifically wanted the player to suffer.
I have another theory: Naughty Dog designers planned this, and this part should be done just to slow down the player’s movement. To show him how important it is to look around the environment and look for clues. There are countless ways you can guide players.
Probably we will never know the truth.