Game Description

The Last of Us Part II is the follow up to the heavily acclaimed The Last of Us.


Players follow Ellie's journey into Seattle as she attempts to get justice on a wrong done to her. The game features visceral combat that encourages careful usage of rare resources in order to be successful. It is paramount that the players explore the lush environments to find useful crafting components in order to survive this Survival-Horror action title. It goes without saying that The Last of Us Part II will feature an emotional and painful narrative journey.


It will be released exclusively on the Playstation 4 on May 29th, 2020.

Game Development

Aesthetic: Narrative, Exploration, Combat
My Production Development Time: May 2018 to March 2020

Game Engine: Custom Engine
Scripting Language: In-House scripting language


Roles: Single-Player Level Layout Designer

The game is currently unreleased so I can't show off any development work. Once the game is out, I will update this page with a more in-depth discussion on the work I did on multiple levels.


Back in September 2019, we released a Press Demo. The level I designed and oversaw it's production "Patrol" was chosen at the start of 2019 to be part of the demo, along with "Seattle Suburbs". 


As a Level Layout Designer at Naughty Dog, it was initially my job to take rough narrative concepts/moments and flesh them out and develope them into fully realized 3D playable spaces. At Naughty Dog, we are given a lot of creative freedom to determine what happens inside of our levels and we work closely with the writing team and animation teams to further create the narrative of the level. Once the level was approved by the Directors, my job switched to a Producer role to ensure the level was being done on time and provided a better experience than the original blockmesh.


I also spent a large amount of time using the in-house scripting language to prototype early combat encounters, progression, character dialogue, and so much more. Additionally, my scripting work can be seen shipped in the final game.

'Patrol' Demo Gameplay & Trailer

Gameplay from the September Press Demo

'Patrol' Demo Clips are all the snowy clips, or are inside the pharamacy/supermarket

Release Date Reveal Trailer

'Patrol' Demo clips are from 0:38 til 1:05


'Patrol' Demo Screenshots

Get The Game



Buy from Playstation Network:

The Last of Us Part II

  Contact Information:

Jonathan Gregoire - Game Design


July 2020

Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.


March 2020

Last days at Naughty Dog working on The Last of Us Part II.


September 2019

Shipped the Last of Us Part II press demo level "Patrol".


May 2018

Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II


December 2017

I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.


More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.


July 2017

With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.


November 2016

Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.


October 2016

Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.


December 2015

Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.


January 2015

Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.


Summer 2014

Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.


March 2014

Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.


January 2014

I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link:!

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© Jonathan Gregoire - Game Design