The Last of Us Game Deconstruction Cover

THE LAST OF US: PART I

TYPEGame Deconstruction
DEVELOPERNaughty Dog
GENREAction-Adventure
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Game Deconstruction by: Karuna Ketan

Deconstruction Overview

The Last of Us Part I (2022) is a remake of the classic that redefined the action-adventure genre. This deconstruction focuses on how Naughty Dog uses scarcity, level design, tension, and enemy encounters to shape player experience.

Rather than treating narrative and mechanics as separate layers, the game seamlessly integrates them. Every bullet, every shadow, and every corner of its world reinforces both survival gameplay and emotional storytelling.

"Studying this game matters because it shows how mechanics can manipulate player psychology: scarcity raises tension, level design guides exploration without UI, and encounter design allows multiple playstyles."
Key Art

Core Design Pillars

1. Scarcity & Tension

Every bullet and medkit is limited. Scarcity forces constant trade-offs: fight or sneak, heal now or save for later.

2. Environmental Storytelling

The world guides the player without UI. Leading lines, lighting, and landmarks direct attention organically.

3. Dynamic Encounters

Encounters have multiple solutions. Enemy archetypes (Runners, Clickers) demand different strategies, ensuring replayability.

4. Narrative Integration

Mechanics mirror the story arc. Protecting Ellie is built into gameplay (pallets, combat assists), not just cutscenes.

The Gameplay Loops

The game is driven by three distinct loops that constantly reinforce survival tension.

Moment-to-Moment Loop

Explore → Scavenge → Craft → Plan → Combat → Survive.
Every cycle creates a rhythm of Tension → Decision → Consequence → Reset. Victory often comes at the cost of resources, creating immediate anxiety for the next encounter.

Mid-Term Loop (Chapter)

Narrative Setup → New Area → New Enemy → Strain → Relief.
Each chapter introduces new mechanics or enemies while delivering key story beats. Pacing alternates between high-tension combat and quiet narrative downtime.

Long-Term Loop (Game)

Survive → Upgrade → Bond → Face Dilemma.
Upgrades reward perseverance but never eliminate tension. The emotional bond with Ellie is strengthened mechanically over time, leading to the final moral dilemma.

Gameplay Loop Diagram

Resource Scarcity & Psychology

Unlike action games where resources empower players, here scarcity constantly disempowers them, making survival feel earned.

  • Crafting Trade-offs: Medkit vs Molotov? Shiv vs Upgrade? Every decision carries an opportunity cost.
  • Weapon Tuning: The Revolver has high damage but slow reload. The Bow is silent but arrows break. Missing a shot is devastating.
  • Real-Time Inventory: Crafting happens in real-time (no pause), meaning every menu interaction carries the risk of death.
Workbench and Inventory System

Level Design: Guiding the Player

How do you guide a player without a minimap or waypoints?

1. Light & Landmarks

Naughty Dog uses high-contrast lighting as a natural focal point. A bright exit or a sunlit doorway pulls the player forward through dark, oppressive spaces. Distant landmarks act as long-term orientation points.

Lighting Guide Analysis Landmark Guide Analysis

2. Guiding Attention Through Composition

Level design uses natural frames, like doorways or archways, to focus the player’s attention on key areas. Light, lines, and object placement work together to make important spaces immediately readable.

Framing and Composition Environmental Pathing

3. Directing Players Through Environmental Blockages

The world itself acts as a subtle guide. Fallen trees, debris, wrecked buses, and barricades are not just set dressing but tools for directing players along intended routes. These obstacles feel natural within the post-apocalyptic setting, so players understand the limitation without feeling forced.

Barricades like military fencing or natural blockages also tell stories. They hint at past human attempts to control or escape the chaos, deepening immersion.

Environmental Blockage 1 Environmental Blockage 2

Weapons as Teaching Tools

Each weapon encourages a specific playstyle and teaches the player different lessons about survival.

Weapon Playstyle Encouraged Lesson Taught
Revolver High damage, Slow reload Forces careful planning; every shot must count.
Shotgun Devastating, Close range Encourages awareness of positioning and spacing ("Panic Button").
Bow Silent, Reusable ammo Teaches patience, stealth, and risk-reward assessment.
Brick/Bottle Distraction, Stun Teaches crowd control and creating openings in combat.

Holistic Tension Design

The Last of Us Part I creates tension on multiple levels, keeping players engaged, alert, and emotionally invested. The game layers different sources of tension that interact to create a rich, immersive experience.

  • Environmental: Dark areas, spores, and water sections limit visibility.
  • Inventory: Limited carry capacity creates anxiety about future needs.
  • Narrative: Ellie's safety adds emotional stakes; you are protecting a child.
  • Audio: Clicker screeches signal danger before you see it.
Tension Flowchart

Lessons for My Design

  • Scarcity Heightens Tension: Even in a small prototype, limiting resources makes every decision feel impactful.
  • Environmental Cues Over UI: Light, framing, and geometry should guide the player first. UI is a last resort.
  • Enemy Archetypes as Tools: Enemies should force different behaviors (e.g., Clickers force slowness, Runners force speed).
  • Emotional Pacing: Constant action is exhausting. Interleaving quiet moments makes the combat peaks feel higher.
  • Mechanics = Narrative: Gameplay systems should reinforce the story themes (e.g., "Dependency" mechanics).
Lesson Diagram 1 Lesson Diagram 2

Raw Notes & Game Deconstruction

My personal notes, sketches, and raw observations made during the deconstruction process.

Read the Full Deconstruction

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The Last of Us Part I — Game Deconstruction

A comprehensive deep dive into level pacing, enemy AI behaviors, and how Naughty Dog creates emotional resonance through game mechanics.

By Karuna Ketan • 21 min read
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